Add PandAI (and contribbase)
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// Filename: aiBehaviors.h
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// Created by: Deepak, John, Navin (08Sep09)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised
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// BSD license. You should have received a copy of this license
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// along with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef AIBEHAVIORS_H
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#define AIBEHAVIORS_H
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#include "aiGlobals.h"
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#include "aiCharacter.h"
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#include "seek.h"
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#include "flee.h"
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#include "pursue.h"
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#include "evade.h"
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#include "arrival.h"
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#include "flock.h"
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#include "wander.h"
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#include "pathFollow.h"
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#include "pathFind.h"
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#include "obstacleAvoidance.h"
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class AICharacter;
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class Seek;
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class Flee;
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class Pursue;
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class Evade;
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class Arrival;
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class Flock;
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class Wander;
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class PathFollow;
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class PathFind;
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class ObstacleAvoidance;
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typedef list<Flee, allocator<Flee> > ListFlee;
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typedef list<Evade, allocator<Evade> > ListEvade;
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////////////////////////////////////////////////////////////////////
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// Class : AIBehaviors
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// Description : This class implements all the steering behaviors
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// of the AI framework, such as seek, flee, pursue,
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// evade, wander and flock. Each steering behavior
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// has a weight which is used when more than one type
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// of steering behavior is acting on the same AI
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// character. The weight decides the contribution of
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// each type of steering behavior. The AICharacter
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// class has a handle to an object of this class and
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// this allows to invoke the steering behaviors via
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// the AICharacter. This class also provides
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// functionality such as pausing, resuming and
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// removing the AI behaviors of an AI character at
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// any time.
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///////////////////////////////////////////////////////////////////
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class AIBehaviors {
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public:
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enum BehaviorType {
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BT_none = 0x00000,
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BT_seek = 0x00002,
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BT_flee = 0x00004,
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BT_flee_activate = 0x00100,
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BT_arrival = 0x00008,
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BT_arrival_activate = 0x01000,
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BT_wander = 0x00010,
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BT_pursue = 0x00040,
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BT_evade = 0x00080,
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BT_evade_activate = 0x00800,
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BT_flock = 0x00200,
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BT_flock_activate = 0x00400,
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BT_obstacle_avoidance = 0x02000,
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BT_obstacle_avoidance_activate = 0x04000,
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};
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AICharacter *_ai_char;
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Flock *_flock_group;
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int _behaviors_flags;
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LVecBase3f _steering_force;
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Seek *_seek_obj;
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LVecBase3f _seek_force;
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Flee *_flee_obj;
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LVecBase3f _flee_force;
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// This list is used if the ai character needs to flee from
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// multiple onjects.
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ListFlee _flee_list;
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ListFlee::iterator _flee_itr;
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Pursue *_pursue_obj;
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LVecBase3f _pursue_force;
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Evade *_evade_obj;
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LVecBase3f _evade_force;
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// This list is used if the ai character needs to evade from
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// multiple onjects.
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ListEvade _evade_list;
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ListEvade::iterator _evade_itr;
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Arrival *_arrival_obj;
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LVecBase3f _arrival_force;
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// Since Flock is a collective behavior the variables are
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// declared within the AIBehaviors class.
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float _flock_weight;
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LVecBase3f _flock_force;
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bool _flock_done;
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Wander * _wander_obj;
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LVecBase3f _wander_force;
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ObstacleAvoidance *_obstacle_avoidance_obj;
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LVecBase3f _obstacle_avoidance_force;
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PathFollow *_path_follow_obj;
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PathFind *_path_find_obj;
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bool _conflict, _previous_conflict;
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AIBehaviors();
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~AIBehaviors();
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bool is_on(BehaviorType bt);
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bool is_off(BehaviorType bt);
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// special cases for pathfollow and pathfinding
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bool is_on(string ai_type);
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bool is_off(string ai_type);
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void turn_on(string ai_type);
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void turn_off(string ai_type);
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bool is_conflict();
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void accumulate_force(string force_type, LVecBase3f force);
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LVecBase3f calculate_prioritized();
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void flock_activate();
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LVecBase3f do_flock();
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int char_to_int(string ai_type);
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PUBLISHED:
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void seek(NodePath target_object, float seek_wt = 1.0);
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void seek(LVecBase3f pos, float seek_wt = 1.0);
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void flee(NodePath target_object, double panic_distance = 10.0,
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double relax_distance = 10.0, float flee_wt = 1.0);
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void flee(LVecBase3f pos, double panic_distance = 10.0,
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double relax_distance = 10.0, float flee_wt = 1.0);
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void pursue(NodePath target_object, float pursue_wt = 1.0);
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void evade(NodePath target_object, double panic_distance = 10.0,
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double relax_distance = 10.0, float evade_wt = 1.0);
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void arrival(double distance = 10.0);
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void flock(float flock_wt);
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void wander(double wander_radius = 5.0, int flag =0,
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double aoe = 0.0, float wander_weight = 1.0);
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void obstacle_avoidance(float feeler_length = 1.0);
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void path_follow(float follow_wt = 1.0);
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void add_to_path(LVecBase3f pos);
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void start_follow(string type = "normal");
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void init_path_find(const char* navmesh_filename);
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void path_find_to(LVecBase3f pos, string type = "normal");
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void path_find_to(NodePath target, string type = "normal");
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void add_static_obstacle(NodePath obstacle);
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void add_dynamic_obstacle(NodePath obstacle);
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void remove_ai(string ai_type);
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void pause_ai(string ai_type);
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void resume_ai(string ai_type);
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string behavior_status(string ai_type);
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};
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#endif
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// Filename: aiCharacter.cxx
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// Created by: Deepak, John, Navin (08Sep09)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised
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// BSD license. You should have received a copy of this license
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// along with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "aiCharacter.h"
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AICharacter::AICharacter(string model_name, NodePath model_np, double mass,
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double movt_force, double max_force) {
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_name = model_name;
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_ai_char_np = model_np;
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_mass = mass;
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_max_force = max_force;
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_movt_force = movt_force;
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_velocity = LVecBase3f(0.0, 0.0, 0.0);
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_steering_force = LVecBase3f(0.0, 0.0, 0.0);
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_steering = new AIBehaviors();
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_steering->_ai_char = this;
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_pf_guide = false;
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}
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AICharacter::~AICharacter() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: update
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// Description: Each character's update will update its ai and
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// physics based on his resultant steering force.
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// This also makes the character look in the
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// direction of the force.
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////////////////////////////////////////////////////////////////////
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void AICharacter::update() {
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if (!_steering->is_off(_steering->BT_none)) {
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LVecBase3f old_pos = _ai_char_np.get_pos();
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LVecBase3f steering_force = _steering->calculate_prioritized();
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LVecBase3f acceleration = steering_force / _mass;
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_velocity = acceleration;
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LVecBase3f direction = _steering->_steering_force;
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direction.normalize();
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_ai_char_np.set_pos(old_pos + _velocity) ;
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if (steering_force.length() > 0) {
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_ai_char_np.look_at(old_pos + (direction * 5));
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_ai_char_np.set_h(_ai_char_np.get_h() + 180);
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_ai_char_np.set_p(-_ai_char_np.get_p());
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_ai_char_np.set_r(-_ai_char_np.get_r());
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}
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}
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else {
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_steering->_steering_force = LVecBase3f(0.0, 0.0, 0.0);
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_steering->_seek_force = LVecBase3f(0.0, 0.0, 0.0);
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_steering->_flee_force = LVecBase3f(0.0, 0.0, 0.0);
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_steering->_pursue_force = LVecBase3f(0.0, 0.0, 0.0);
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_steering->_evade_force = LVecBase3f(0.0, 0.0, 0.0);
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_steering->_arrival_force = LVecBase3f(0.0, 0.0, 0.0);
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_steering->_flock_force = LVecBase3f(0.0, 0.0, 0.0);
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_steering->_wander_force = LVecBase3f(0.0, 0.0, 0.0);
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}
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}
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LVecBase3f AICharacter::get_velocity() {
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return _velocity;
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}
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void AICharacter::set_velocity(LVecBase3f velocity) {
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_velocity = velocity;
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}
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double AICharacter::get_mass() {
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return _mass;
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}
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void AICharacter::set_mass(double m) {
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_mass = m;
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}
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double AICharacter::get_max_force() {
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return _max_force;
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}
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void AICharacter::set_max_force(double max_force) {
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_max_force = max_force;
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}
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NodePath AICharacter::get_node_path() {
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return _ai_char_np;
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}
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void AICharacter::set_node_path(NodePath np) {
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_ai_char_np = np;
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}
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AIBehaviors * AICharacter::get_ai_behaviors() {
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return _steering;
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}
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void AICharacter::set_char_render(NodePath render) {
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_window_render = render;
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}
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NodePath AICharacter::get_char_render() {
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return _window_render;
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}
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void AICharacter::set_pf_guide(bool pf_guide) {
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_pf_guide = pf_guide;
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}
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// Filename: aiCharacter.h
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// Created by: Deepak, John, Navin (08Sep09)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised
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// BSD license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef AICHARACTER_H
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#define AICHARACTER_H
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#include "aiBehaviors.h"
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#include "aiWorld.h"
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class AIBehaviors;
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class AIWorld;
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////////////////////////////////////////////////////////////////////
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// Class : AICharacter
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// Description : This class is used for creating the ai characters.
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// It assigns both physics and ai attributes to the
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// character. It also has an update function which
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// updates the physics and ai of the character.
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// This update function is called by the AIWorld
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// update.
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////////////////////////////////////////////////////////////////////
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class AICharacter {
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public:
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double _mass;
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double _max_force;
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LVecBase3f _velocity;
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LVecBase3f _steering_force;
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string _name;
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double _movt_force;
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unsigned int _ai_char_flock_id;
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AIWorld *_world;
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AIBehaviors *_steering;
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NodePath _window_render;
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NodePath _ai_char_np;
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bool _pf_guide;
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void update();
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void set_velocity(LVecBase3f vel);
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void set_char_render(NodePath render);
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NodePath get_char_render();
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PUBLISHED:
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double get_mass();
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void set_mass(double m);
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LVecBase3f get_velocity();
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double get_max_force();
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void set_max_force(double max_force);
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NodePath get_node_path();
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void set_node_path(NodePath np);
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AIBehaviors * get_ai_behaviors();
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// This function is used to enable or disable the guides
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// for path finding.
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void set_pf_guide(bool pf_guide);
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AICharacter(string model_name, NodePath model_np, double mass,
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double movt_force, double max_force);
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~AICharacter();
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};
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#endif
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// Filename: aiGlobals.h
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// Created by: Deepak, John, Navin (08Sep09)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised
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// BSD license. You should have received a copy of this license
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// along with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef AIGLOBALS_H
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#define AIGLOBALS_H
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#include "pandaFramework.h"
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#include "textNode.h"
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#include "pandaSystem.h"
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#include "lvecBase3.h"
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#include "nodePath.h"
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#include "genericAsyncTask.h"
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#include "asyncTaskManager.h"
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#endif
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// Filename: aiNode.cxx
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// Created by: Deepak, John, Navin (19Nov2009)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised
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// BSD license. You should have received a copy of this license
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// along with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "aiNode.h"
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AINode::AINode(int grid_x, int grid_y, LVecBase3f pos, float w, float l, float h) {
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for (int i = 0; i < 8; ++i) {
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_neighbours[i] = NULL;
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}
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_position = pos;
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_width = w;
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_length = l;
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_height = h;
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_grid_x = grid_x;
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_grid_y = grid_y;
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_status = ST_neutral;
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_type = true;
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_score = 0;
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_cost = 0;
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_heuristic = 0;
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_next = NULL;
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_prv_node = NULL;
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}
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AINode::~AINode() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: contains
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// Description: This is a handy function which returns true if the
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// passed position is within the node's dimensions.
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////////////////////////////////////////////////////////////////////
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bool AINode::contains(float x, float y) {
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if (_position.get_x() - _width / 2 <= x && _position.get_x() + _width / 2 >= x &&
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_position.get_y() - _length / 2 <= y && _position.get_y() + _length / 2 >= y) {
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return true;
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}
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else {
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return false;
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}
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}
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@ -0,0 +1,85 @@
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// Filename: aiNode.h
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// Created by: Deepak, John, Navin (18Nov2009)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
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// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
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////////////////////////////////////////////////////////////////////
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#ifndef AINODE_H
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#define AINODE_H
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#include "aiGlobals.h"
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////////////////////////////////////////////////////////////////////
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// Class : AINode
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// Description : This class is used to assign the nodes on the mesh.
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// It holds all the data necessary to compute A*
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// algorithm. It also maintains a lot of vital
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||||
// information such as the neighbor nodes of each
|
||||
// node and also its position on the mesh.
|
||||
// Note: The Mesh Generator which is a standalone
|
||||
// tool makes use of this class to generate the nodes
|
||||
// on the mesh.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class AINode {
|
||||
public:
|
||||
// This variable specifies whether the node is an obtacle or not.
|
||||
// Used for dynamic obstacle addition to the environment.
|
||||
// obstacle = false
|
||||
// navigational = true
|
||||
bool _type;
|
||||
|
||||
// This variable specifies the node status whether open, close
|
||||
// or neutral.
|
||||
// open = belongs to _open_list.
|
||||
// close = belongs to _closed_list.
|
||||
// neutral = unexamined node.
|
||||
enum Status {
|
||||
ST_open,
|
||||
ST_close,
|
||||
ST_neutral
|
||||
};
|
||||
Status _status;
|
||||
|
||||
// The score is used to compute the traversal expense to nodes
|
||||
// when using A*.
|
||||
// _score = _cost + heuristic
|
||||
int _score;
|
||||
int _cost;
|
||||
int _heuristic;
|
||||
|
||||
// Used to trace back the path after it is generated using A*.
|
||||
AINode *_prv_node;
|
||||
|
||||
// Position of the node in the 2d grid.
|
||||
int _grid_x, _grid_y;
|
||||
|
||||
// Position of the node in 3D space.
|
||||
LVecBase3f _position;
|
||||
|
||||
// Dimensions of each face / cell on the mesh.
|
||||
// Height is given in case of expansion to a 3d mesh. Currently
|
||||
// not used.
|
||||
float _width, _length ,_height;
|
||||
AINode *_neighbours[8]; // anti-clockwise from top left corner.
|
||||
|
||||
// The _next pointer is used for traversal during mesh
|
||||
// generation from the model.
|
||||
// Note: The data in this member is discarded when mesh data
|
||||
// is written into navmesh.csv file.
|
||||
AINode *_next;
|
||||
|
||||
AINode(int grid_x, int grid_y, LVecBase3f pos, float w, float l, float h);
|
||||
~AINode();
|
||||
|
||||
bool contains(float x, float y);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,377 @@
|
|||
// Filename: aiPathfinder.cxx
|
||||
// Created by: Deepak, John, Navin (08Sep09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license along
|
||||
// with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "aiPathFinder.h"
|
||||
|
||||
PathFinder::PathFinder(NavMesh nav_mesh) {
|
||||
_grid = nav_mesh;
|
||||
}
|
||||
|
||||
PathFinder::~PathFinder() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: find_path
|
||||
// Description: This function initializes the pathfinding process
|
||||
// by accepting the source and destination nodes.
|
||||
// It then calls the generate_path().
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFinder::find_path(AINode *src_node, AINode *dest_node) {
|
||||
_src_node = src_node;
|
||||
_dest_node = dest_node;
|
||||
|
||||
// Add a dummy node as the first element of the open list with score
|
||||
// = -1.
|
||||
// Inorder to implement a binary heap the index of the elements
|
||||
// should never be 0.
|
||||
AINode *_dummy_node = new AINode(-1, -1, LVecBase3f(0.0, 0.0, 0.0), 0, 0, 0);
|
||||
_dummy_node->_status = _dummy_node->ST_open;
|
||||
_dummy_node->_score = -1;
|
||||
_open_list.push_back(_dummy_node);
|
||||
|
||||
// Add the source node to the open list.
|
||||
add_to_olist(_src_node);
|
||||
|
||||
// Generate the path.
|
||||
generate_path();
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: generate_path
|
||||
// Description: This function performs the pathfinding process
|
||||
// using the A* algorithm.
|
||||
// It updates the openlist and closelist.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFinder::generate_path() {
|
||||
// All the A* algorithm is implemented here.
|
||||
// The check is > 1 due to the existence of the dummy node.
|
||||
while (_open_list.size() > 1) {
|
||||
// The first element of the open list will always be the optimal
|
||||
// node.
|
||||
// This is because the open list is a binary heap with element
|
||||
// having the smallest score at the top of the heap.
|
||||
AINode* nxt_node = _open_list[1];
|
||||
|
||||
if (nxt_node->_grid_x == _dest_node->_grid_x &&
|
||||
nxt_node->_grid_y == _dest_node->_grid_y) {
|
||||
// Remove the optimal node from the top of the heap.
|
||||
remove_from_olist();
|
||||
|
||||
// add the used node to the closed list.
|
||||
add_to_clist(nxt_node);
|
||||
|
||||
// At this point the destination is reached.
|
||||
return;
|
||||
}
|
||||
else {
|
||||
identify_neighbors(nxt_node);
|
||||
|
||||
// add the used node to the closed list.
|
||||
add_to_clist(nxt_node);
|
||||
}
|
||||
}
|
||||
cout << "DESTINATION NOT REACHABLE MATE!\n";
|
||||
_closed_list.clear();
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: identify_neighbors
|
||||
// Description: This function traverses through the 8 neigbors of
|
||||
// the parent node and then adds the neighbors to the
|
||||
// _open_list based on A* criteria.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFinder::identify_neighbors(AINode *parent_node) {
|
||||
// Remove the parent node from the open_list so that it is not considered
|
||||
// while adding new nodes to the open list heap.
|
||||
remove_from_olist();
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
if (parent_node->_neighbours[i] != NULL) {
|
||||
if (parent_node->_neighbours[i]->_status == parent_node->_neighbours[i]->ST_neutral
|
||||
&& parent_node->_neighbours[i]->_type == true) {
|
||||
// Link the neighbor to the parent node.
|
||||
parent_node->_neighbours[i]->_prv_node = parent_node;
|
||||
// Calculate and update the score for the node.
|
||||
calc_node_score(parent_node->_neighbours[i]);
|
||||
// Add the neighbor to the open list.
|
||||
add_to_olist(parent_node->_neighbours[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: calc_node_score
|
||||
// Description: This function calculates the score of each node.
|
||||
// Score = Cost + Heuristics.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFinder::calc_node_score(AINode *nd) {
|
||||
nd->_cost = calc_cost_frm_src(nd);
|
||||
nd->_heuristic = calc_heuristic(nd);
|
||||
nd->_score = nd->_cost + nd->_heuristic;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: calc_cost_frm_src
|
||||
// Description: This function calculates the cost of each node by
|
||||
// finding out the number of node traversals required
|
||||
// to reach the source node.
|
||||
// Diagonal traversals have have cost = 14.
|
||||
// Horizontal / Vertical traversals have cost = 10.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
int PathFinder::calc_cost_frm_src(AINode *nd) {
|
||||
int cost = 0;
|
||||
AINode *start_node = nd;
|
||||
while (start_node->_prv_node != _src_node) {
|
||||
if (is_diagonal_node(start_node)) {
|
||||
cost += 14;
|
||||
}
|
||||
else {
|
||||
cost += 10;
|
||||
}
|
||||
start_node = start_node->_prv_node;
|
||||
}
|
||||
// Add the cost of traversal to the source node also.
|
||||
if (is_diagonal_node(start_node)) {
|
||||
cost += 14;
|
||||
}
|
||||
else {
|
||||
cost += 10;
|
||||
}
|
||||
return cost;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: calc_heuristic
|
||||
// Description: This function calculates the heuristic of the nodes
|
||||
// using Manhattan method. All it does is predict the
|
||||
// number of node traversals required to reach the
|
||||
// target node. No diagonal traversals are allowed
|
||||
// in this technique.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
int PathFinder::calc_heuristic(AINode *nd) {
|
||||
int row_diff = abs(_dest_node->_grid_x - nd->_grid_x);
|
||||
int col_diff = abs(_dest_node->_grid_y - nd->_grid_y);
|
||||
|
||||
int heuristic = 10 * (row_diff + col_diff);
|
||||
return heuristic;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: is_diagonal_node
|
||||
// Description: This function checks if the traversal from a
|
||||
// node is diagonal.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
bool PathFinder::is_diagonal_node(AINode *nd) {
|
||||
// Calculate the row and column differences between child and parent
|
||||
// nodes.
|
||||
float row_diff = nd->_grid_x - nd->_prv_node->_grid_x;
|
||||
float col_diff = nd->_grid_y - nd->_prv_node->_grid_y;
|
||||
|
||||
// Check if the relationship between child and parent node is
|
||||
// diagonal.
|
||||
if (row_diff == 0 || col_diff == 0) {
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: add_to_olist
|
||||
// Description: This function adds a node to the open list heap.
|
||||
// A binay heap is maintained to improve the search.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFinder::add_to_olist(AINode *nd) {
|
||||
// Variables required to search the binary heap.
|
||||
AINode *child_node, *parent_node;
|
||||
int child_idx, parent_idx;
|
||||
|
||||
// Set the status as open.
|
||||
nd->_status = nd->ST_open;
|
||||
// Add the node to the open list.
|
||||
_open_list.push_back(nd);
|
||||
|
||||
// Find the parent and child nodes and create temporary nodes out
|
||||
// of them. In a binary heap the children of a parent node are
|
||||
// always i*2 and i*2 + 1, where i is the index of the parent node
|
||||
// in the heap. And hence, the parent of a node can be easily found
|
||||
// out by dividing by 2 and rounding it.
|
||||
child_idx = _open_list.size() - 1;
|
||||
parent_idx = child_idx / 2;
|
||||
child_node = _open_list[child_idx];
|
||||
parent_node = _open_list[parent_idx];
|
||||
|
||||
// Keep traversing the heap until the lowest element in the list is
|
||||
// bubbled
|
||||
// to the top of the heap.
|
||||
while (_open_list[child_idx]->_score <= _open_list[parent_idx]->_score) {
|
||||
// Swap the parent node and the child node.
|
||||
_open_list[parent_idx] = child_node;
|
||||
_open_list[child_idx] = parent_node;
|
||||
|
||||
// Update the new child and parent indices.
|
||||
child_idx = parent_idx;
|
||||
parent_idx = child_idx / 2;
|
||||
|
||||
// Update the new child and parent nodes.
|
||||
child_node = _open_list[child_idx];
|
||||
parent_node = _open_list[parent_idx];
|
||||
}
|
||||
|
||||
// At this point the AINode with the smallest score will be at the
|
||||
// top of the heap.
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: remove_from_olist
|
||||
// Description: This function removes a node from the open list.
|
||||
// During the removal the binary heap is maintained.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFinder::remove_from_olist() {
|
||||
// Variables for maintaining the binary heap.
|
||||
AINode *child_node, *child_node_1, *child_node_2;
|
||||
int child_idx, child_idx_1, child_idx_2;
|
||||
|
||||
// Remove the AINode at index 1 from the open list binary heap.
|
||||
// Note: AINode at index 0 of open list is a dummy node.
|
||||
_open_list.erase(_open_list.begin() + 1);
|
||||
|
||||
if (_open_list.size() > 1) {
|
||||
// Store the last element in the open list to a temp_node.
|
||||
AINode *temp_node = _open_list[_open_list.size() - 1];
|
||||
|
||||
// Shift the elements of the open list to the right by 1 element
|
||||
// circularly, excluding element at 0 index.
|
||||
for (int i = _open_list.size() - 1; i > 1; --i) {
|
||||
_open_list[i] = _open_list[i - 1];
|
||||
}
|
||||
|
||||
// Assign the temp_node to 1st element in the open list.
|
||||
_open_list[1] = temp_node;
|
||||
|
||||
// Set the iterator for traversing the node from index 1 in
|
||||
// the heap.
|
||||
unsigned int k = 1;
|
||||
|
||||
// This loop traverses down the open list till the node reaches
|
||||
// the correct position in the binary heap.
|
||||
while (true) {
|
||||
if ((k * 2 + 1) < _open_list.size()) {
|
||||
// Two children exists for the parent node.
|
||||
child_idx_1 = k * 2;
|
||||
child_idx_2 = k * 2 + 1;
|
||||
child_node_1 = _open_list[child_idx_1];
|
||||
child_node_2 = _open_list[child_idx_2];
|
||||
|
||||
if (_open_list[child_idx_1]->_score < _open_list[child_idx_2]->_score) {
|
||||
if (_open_list[k]->_score > _open_list[child_idx_1]->_score) {
|
||||
// Swap the parent node and the child node.
|
||||
_open_list[child_idx_1] = _open_list[k];
|
||||
_open_list[k] = child_node_1;
|
||||
|
||||
// Update the parent node index.
|
||||
k = child_idx_1;
|
||||
}
|
||||
else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (_open_list[k]->_score > _open_list[child_idx_2]->_score) {
|
||||
// Swap the parent node and the child node.
|
||||
_open_list[child_idx_2] = _open_list[k];
|
||||
_open_list[k] = child_node_2;
|
||||
|
||||
// Update the parent node index.
|
||||
k = child_idx_2;
|
||||
}
|
||||
else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((k * 2) < _open_list.size()) {
|
||||
// Only one child exists for the parent node.
|
||||
child_idx = k * 2;
|
||||
child_node = _open_list[child_idx];
|
||||
|
||||
if (_open_list[k]->_score > _open_list[child_idx]->_score) {
|
||||
// Swap the parent node and the child node.
|
||||
_open_list[child_idx] = _open_list[k];
|
||||
_open_list[k] = child_node;
|
||||
|
||||
// Update the parent node index.
|
||||
k = child_idx;
|
||||
}
|
||||
else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// No children exists.
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// At this point the AINode was succesfully removed and the binary
|
||||
// heap re-arranged.
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: add_to_clist
|
||||
// Description: This function adds a node to the closed list.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFinder::add_to_clist(AINode *nd) {
|
||||
// Set the status as closed.
|
||||
nd->_status = nd->ST_close;
|
||||
// Add the node to the close list.
|
||||
_closed_list.push_back(nd);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: remove_from_clist
|
||||
// Description: This function removes a node from the closed list.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFinder::remove_from_clist(int r, int c) {
|
||||
for (unsigned int i = 0; i < _closed_list.size(); ++i) {
|
||||
if (_closed_list[i]->_grid_x == r && _closed_list[i]->_grid_y == c) {
|
||||
_closed_list.erase(_closed_list.begin() + i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: find_in_mesh
|
||||
// Description: This function allows the user to pass a position
|
||||
// and it returns the corresponding node on the
|
||||
// navigation mesh. A very useful function as it allows
|
||||
// for dynamic updation of the mesh based on position.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
AINode* find_in_mesh(NavMesh nav_mesh, LVecBase3f pos, int grid_size) {
|
||||
int size = grid_size;
|
||||
float x = pos[0];
|
||||
float y = pos[1];
|
||||
|
||||
for (int i = 0; i < size; ++i) {
|
||||
for (int j = 0; j < size; ++j) {
|
||||
if (nav_mesh[i][j] != NULL && nav_mesh[i][j]->contains(x, y)) {
|
||||
return (nav_mesh[i][j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
|
@ -0,0 +1,61 @@
|
|||
// Filename: aiPathfinder.h
|
||||
// Created by: Deepak, John, Navin (08Sep09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license along
|
||||
// with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef PATHFINDER_H
|
||||
#define PATHFINDER_H
|
||||
|
||||
#include "aiNode.h"
|
||||
#include "cmath.h"
|
||||
#include "lineSegs.h"
|
||||
|
||||
typedef vector<AINode *> NodeArray;
|
||||
typedef vector<NodeArray> NavMesh;
|
||||
|
||||
AINode* find_in_mesh(NavMesh nav_mesh, LVecBase3f pos, int grid_size);
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : PathFinder
|
||||
// Description : This class implements pathfinding using the A*
|
||||
// algorithm. It also uses a Binary Heap search to
|
||||
// search the open list. The heuristics are
|
||||
// calculated using the manhattan method.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class PathFinder {
|
||||
public:
|
||||
AINode *_src_node;
|
||||
AINode *_dest_node;
|
||||
vector<AINode*> _open_list;
|
||||
vector<AINode*> _closed_list;
|
||||
|
||||
NavMesh _grid;
|
||||
|
||||
void identify_neighbors(AINode *nd);
|
||||
int calc_cost_frm_src(AINode *nd);
|
||||
int calc_heuristic(AINode *nd);
|
||||
void calc_node_score(AINode *nd);
|
||||
bool is_diagonal_node(AINode *nd);
|
||||
|
||||
void add_to_olist(AINode *nd);
|
||||
void remove_from_olist();
|
||||
|
||||
void add_to_clist(AINode *nd);
|
||||
void remove_from_clist(int r, int c);
|
||||
|
||||
void generate_path();
|
||||
void find_path(AINode *src_node, AINode *dest_node);
|
||||
PathFinder(NavMesh nav_mesh);
|
||||
~PathFinder();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,258 @@
|
|||
// Filename: aiWorld.cxx
|
||||
// Created by: Deepak, John, Navin (08Sep09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "aiWorld.h"
|
||||
|
||||
AIWorld::AIWorld(NodePath render) {
|
||||
_ai_char_pool = new AICharPool();
|
||||
_render = render;
|
||||
}
|
||||
|
||||
AIWorld::~AIWorld() {
|
||||
}
|
||||
|
||||
void AIWorld::add_ai_char(AICharacter *ai_char) {
|
||||
_ai_char_pool->append(ai_char);
|
||||
ai_char->_window_render = _render;
|
||||
ai_char->_world = this;
|
||||
}
|
||||
|
||||
void AIWorld::remove_ai_char(string name) {
|
||||
_ai_char_pool->del(name);
|
||||
remove_ai_char_from_flock(name);
|
||||
}
|
||||
|
||||
void AIWorld::remove_ai_char_from_flock(string name) {
|
||||
AICharPool::node *ai_pool;
|
||||
ai_pool = _ai_char_pool->_head;
|
||||
while ((ai_pool) != NULL) {
|
||||
for (unsigned int i = 0; i < _flock_pool.size(); ++i) {
|
||||
if (ai_pool->_ai_char->_ai_char_flock_id == _flock_pool[i]->get_id()) {
|
||||
for (unsigned int j = 0; j<_flock_pool[i]->_ai_char_list.size(); ++j) {
|
||||
if (_flock_pool[i]->_ai_char_list[j]->_name == name) {
|
||||
_flock_pool[i]->_ai_char_list.erase(_flock_pool[i]->_ai_char_list.begin() + j);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_pool = ai_pool->_next;
|
||||
}
|
||||
}
|
||||
|
||||
void AIWorld::print_list() {
|
||||
_ai_char_pool->print_list();
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: update
|
||||
// Description: The AIWorld update function calls the update
|
||||
// function of all the AI characters which have been
|
||||
// added to the AIWorld.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void AIWorld::update() {
|
||||
AICharPool::node *ai_pool;
|
||||
ai_pool = _ai_char_pool->_head;
|
||||
|
||||
while ((ai_pool)!=NULL) {
|
||||
ai_pool->_ai_char->update();
|
||||
ai_pool = ai_pool->_next;
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: add_flock
|
||||
// Description: This function adds all the AI characters in the
|
||||
// Flock object to the AICharPool. This function
|
||||
// allows adding the AI characetrs as part of a flock.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void AIWorld::add_flock(Flock *flock) {
|
||||
// Add all the ai_characters in the flock to the AIWorld.
|
||||
for (unsigned int i = 0; i < flock->_ai_char_list.size(); ++i) {
|
||||
this->add_ai_char(flock->_ai_char_list[i]);
|
||||
}
|
||||
// Add the flock to the flock pool.
|
||||
_flock_pool.push_back(flock);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Function: get_flock
|
||||
// Description: This function returns a handle to the Flock whose
|
||||
// id is passed.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
Flock AIWorld::get_flock(unsigned int flock_id) {
|
||||
for (unsigned int i=0; i < _flock_pool.size(); ++i) {
|
||||
if (_flock_pool[i]->get_id() == flock_id) {
|
||||
return *_flock_pool[i];
|
||||
}
|
||||
}
|
||||
Flock *null_flock = NULL;
|
||||
return *null_flock;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: remove_flock
|
||||
// Description: This function removes the flock behavior completely.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void AIWorld::remove_flock(unsigned int flock_id) {
|
||||
for (unsigned int i = 0; i < _flock_pool.size(); ++i) {
|
||||
if (_flock_pool[i]->get_id() == flock_id) {
|
||||
for (unsigned int j = 0; j < _flock_pool[i]->_ai_char_list.size(); ++j) {
|
||||
_flock_pool[i]->_ai_char_list[j]->get_ai_behaviors()->turn_off("flock_activate");
|
||||
_flock_pool[i]->_ai_char_list[j]->get_ai_behaviors()->turn_off("flock");
|
||||
_flock_pool[i]->_ai_char_list[j]->get_ai_behaviors()->_flock_group = NULL;
|
||||
}
|
||||
_flock_pool.erase(_flock_pool.begin() + i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: flock_off
|
||||
// Description: This function turns off the flock behavior
|
||||
// temporarily. Similar to pausing the behavior.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void AIWorld::flock_off(unsigned int flock_id) {
|
||||
for (unsigned int i = 0; i < _flock_pool.size(); ++i) {
|
||||
if (_flock_pool[i]->get_id() == flock_id) {
|
||||
for (unsigned int j = 0; j < _flock_pool[i]->_ai_char_list.size(); ++j) {
|
||||
_flock_pool[i]->_ai_char_list[j]->get_ai_behaviors()->turn_off("flock_activate");
|
||||
_flock_pool[i]->_ai_char_list[j]->get_ai_behaviors()->turn_off("flock");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: flock_on
|
||||
// Description: This function turns on the flock behavior.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void AIWorld::flock_on(unsigned int flock_id) {
|
||||
for (unsigned int i = 0; i < _flock_pool.size(); ++i) {
|
||||
if (_flock_pool[i]->get_id() == flock_id) {
|
||||
for (unsigned int j = 0; j < _flock_pool[i]->_ai_char_list.size(); ++j) {
|
||||
_flock_pool[i]->_ai_char_list[j]->get_ai_behaviors()->turn_on("flock_activate");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
AICharPool::AICharPool() {
|
||||
_head = NULL;
|
||||
}
|
||||
|
||||
AICharPool::~AICharPool() {
|
||||
}
|
||||
|
||||
void AICharPool::append(AICharacter *ai_ch) {
|
||||
node *q;
|
||||
node *t;
|
||||
|
||||
if (_head == NULL) {
|
||||
q = new node();
|
||||
q->_ai_char = ai_ch;
|
||||
q->_next = NULL;
|
||||
_head = q;
|
||||
}
|
||||
else {
|
||||
q = _head;
|
||||
while ( q->_next != NULL) {
|
||||
q = q->_next;
|
||||
}
|
||||
|
||||
t = new node();
|
||||
t->_ai_char = ai_ch;
|
||||
t->_next = NULL;
|
||||
q->_next = t;
|
||||
}
|
||||
}
|
||||
|
||||
void AICharPool::del(string name) {
|
||||
node *q;
|
||||
node *r;
|
||||
q = _head;
|
||||
|
||||
if (_head == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Only one node in the linked list
|
||||
if (q->_next == NULL) {
|
||||
if (q->_ai_char->_name == name) {
|
||||
_head = NULL;
|
||||
delete q;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
r = q;
|
||||
while ( q != NULL) {
|
||||
if ( q->_ai_char->_name == name) {
|
||||
// Special case
|
||||
if (q == _head) {
|
||||
_head = q->_next;
|
||||
delete q;
|
||||
return;
|
||||
}
|
||||
|
||||
r->_next = q->_next;
|
||||
delete q;
|
||||
return;
|
||||
}
|
||||
r = q;
|
||||
q = q->_next;
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: print_list
|
||||
// Description: This function prints the ai characters in the
|
||||
// AICharPool. Used for debugging purposes.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void AICharPool::print_list() {
|
||||
node* q;
|
||||
q = _head;
|
||||
while (q != NULL) {
|
||||
cout << q->_ai_char->_name << "\n";
|
||||
q = q->_next;
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: add_obstacle
|
||||
// Description: This function adds the nodepath as an obstacle that
|
||||
// is needed by the obstacle avoidance behavior.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void AIWorld::add_obstacle(NodePath obstacle) {
|
||||
_obstacles.push_back(obstacle);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: remove_obstacle
|
||||
// Description: This function removes the nodepath from the
|
||||
// obstacles list that is needed by the obstacle
|
||||
// avoidance behavior.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void AIWorld::remove_obstacle(NodePath obstacle) {
|
||||
for (unsigned int i = 0; i <= _obstacles.size(); ++i) {
|
||||
if (_obstacles[i] == obstacle) {
|
||||
_obstacles.erase(_obstacles.begin() + i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,87 @@
|
|||
// Filename: aiWorld.h
|
||||
// Created by: Deepak, John, Navin (08Sep09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license along
|
||||
// with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef AIWORLD_H
|
||||
#define AIWORLD_H
|
||||
|
||||
#include "aiGlobals.h"
|
||||
#include "aiCharacter.h"
|
||||
#include "flock.h"
|
||||
|
||||
class AICharacter;
|
||||
class Flock;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : AICharPool
|
||||
// Description : This class implements a linked list of AI
|
||||
// Characters allowing the user to add and delete
|
||||
// characters from the linked list.
|
||||
// This will be used in the AIWorld class.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class AICharPool {
|
||||
public:
|
||||
struct node {
|
||||
AICharacter * _ai_char;
|
||||
node * _next;
|
||||
};
|
||||
|
||||
node* _head;
|
||||
AICharPool();
|
||||
~AICharPool();
|
||||
void append(AICharacter *ai_ch);
|
||||
void del(string name);
|
||||
void print_list();
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : AIWorld
|
||||
// Description : A class that implements the virtual AI world which
|
||||
// keeps track of the AI characters active at any
|
||||
// given time. It contains a linked list of AI
|
||||
// characters, obstactle data and unique name for each
|
||||
// character. It also updates each characters state.
|
||||
// The AI characters can also be added to the world
|
||||
// as flocks.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class AIWorld {
|
||||
private:
|
||||
AICharPool * _ai_char_pool;
|
||||
NodePath _render;
|
||||
public:
|
||||
vector<NodePath> _obstacles;
|
||||
typedef std::vector<Flock*> FlockPool;
|
||||
FlockPool _flock_pool;
|
||||
void remove_ai_char_from_flock(string name);
|
||||
|
||||
PUBLISHED:
|
||||
AIWorld(NodePath render);
|
||||
~AIWorld();
|
||||
|
||||
void add_ai_char(AICharacter *ai_ch);
|
||||
void remove_ai_char(string name);
|
||||
|
||||
void add_flock(Flock *flock);
|
||||
void flock_off(unsigned int flock_id);
|
||||
void flock_on(unsigned int flock_id);
|
||||
void remove_flock(unsigned int flock_id);
|
||||
Flock get_flock(unsigned int flock_id);
|
||||
|
||||
void add_obstacle(NodePath obstacle);
|
||||
void remove_obstacle(NodePath obstacle);
|
||||
|
||||
void print_list();
|
||||
void update();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1 @@
|
|||
#include "ai_composite1.cxx"
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
#include "config_ai.cxx"
|
||||
#include "aiWorld.cxx"
|
||||
#include "aiCharacter.cxx"
|
||||
#include "aiBehaviors.cxx"
|
||||
#include "seek.cxx"
|
||||
#include "flee.cxx"
|
||||
#include "pursue.cxx"
|
||||
#include "evade.cxx"
|
||||
#include "arrival.cxx"
|
||||
#include "flock.cxx"
|
||||
#include "wander.cxx"
|
||||
|
||||
#include "pathFollow.cxx"
|
||||
#include "obstacleAvoidance.cxx"
|
||||
|
||||
#include "pathFind.cxx"
|
||||
|
||||
#include "aiNode.cxx"
|
||||
|
||||
#include "aiPathFinder.cxx"
|
||||
|
|
@ -0,0 +1,120 @@
|
|||
// Filename: arrival.cxx
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "arrival.h"
|
||||
|
||||
Arrival::Arrival(AICharacter *ai_ch, double distance) {
|
||||
_ai_char = ai_ch;
|
||||
|
||||
_arrival_distance = distance;
|
||||
_arrival_done = false;
|
||||
}
|
||||
|
||||
Arrival::~Arrival() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: do_arrival
|
||||
// Description: This function performs the arrival and returns an
|
||||
// arrival force which is used in the
|
||||
// calculate_prioritized function. In case the steering
|
||||
// force is zero, it resets to arrival_activate. The
|
||||
// arrival behavior works only when seek or pursue is
|
||||
// active. This function is not to be used by the user.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LVecBase3f Arrival::do_arrival() {
|
||||
LVecBase3f direction_to_target;
|
||||
double distance;
|
||||
|
||||
if (_arrival_type) {
|
||||
direction_to_target = _ai_char->get_ai_behaviors()->_pursue_obj->_pursue_target.get_pos(_ai_char->_window_render)
|
||||
- _ai_char->_ai_char_np.get_pos(_ai_char->_window_render);
|
||||
}
|
||||
else {
|
||||
direction_to_target = _ai_char->get_ai_behaviors()->_seek_obj->_seek_position
|
||||
- _ai_char->_ai_char_np.get_pos(_ai_char->_window_render);
|
||||
}
|
||||
distance = direction_to_target.length();
|
||||
|
||||
_arrival_direction = direction_to_target;
|
||||
_arrival_direction.normalize();
|
||||
|
||||
if (int(distance) == 0) {
|
||||
_ai_char->_steering->_steering_force = LVecBase3f(0.0, 0.0, 0.0);
|
||||
_ai_char->_steering->_arrival_force = LVecBase3f(0.0, 0.0, 0.0);
|
||||
|
||||
if (_ai_char->_steering->_seek_obj != NULL) {
|
||||
_ai_char->_steering->turn_off("arrival");
|
||||
_ai_char->_steering->turn_on("arrival_activate");
|
||||
}
|
||||
_arrival_done = true;
|
||||
return (LVecBase3f(0.0, 0.0, 0.0));
|
||||
}
|
||||
else {
|
||||
_arrival_done = false;
|
||||
}
|
||||
|
||||
double u = _ai_char->get_velocity().length();
|
||||
LVecBase3f desired_force = ((u * u) / (2 * distance)) * _ai_char->get_mass();
|
||||
|
||||
if (_ai_char->_steering->_seek_obj != NULL) {
|
||||
return (desired_force);
|
||||
}
|
||||
|
||||
if (_ai_char->_steering->_pursue_obj != NULL) {
|
||||
|
||||
if (distance > _arrival_distance) {
|
||||
_ai_char->_steering->turn_off("arrival");
|
||||
_ai_char->_steering->turn_on("arrival_activate");
|
||||
_ai_char->_steering->resume_ai("pursue");
|
||||
}
|
||||
|
||||
return (desired_force);
|
||||
}
|
||||
|
||||
cout << "Arrival works only with seek and pursue\n";
|
||||
return (LVecBase3f(0.0, 0.0, 0.0));
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: arrival_activate
|
||||
// Description: This function checks for whether the target is
|
||||
// within the arrival distance. When this is true,
|
||||
// it calls the do_arrival function and sets the
|
||||
// arrival direction.
|
||||
// This function is not to be used by the user.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void Arrival::arrival_activate() {
|
||||
LVecBase3f dirn;
|
||||
if (_arrival_type) {
|
||||
dirn = (_ai_char->_ai_char_np.get_pos(_ai_char->_window_render) - _ai_char->get_ai_behaviors()->_pursue_obj->_pursue_target.get_pos(_ai_char->_window_render));
|
||||
}
|
||||
else {
|
||||
dirn = (_ai_char->_ai_char_np.get_pos(_ai_char->_window_render) - _ai_char->get_ai_behaviors()->_seek_obj->_seek_position);
|
||||
}
|
||||
double distance = dirn.length();
|
||||
|
||||
if (distance < _arrival_distance && _ai_char->_steering->_steering_force.length() > 0) {
|
||||
_ai_char->_steering->turn_off("arrival_activate");
|
||||
_ai_char->_steering->turn_on("arrival");
|
||||
|
||||
if (_ai_char->_steering->is_on(_ai_char->_steering->BT_seek)) {
|
||||
_ai_char->_steering->turn_off("seek");
|
||||
}
|
||||
|
||||
if (_ai_char->_steering->is_on(_ai_char->_steering->BT_pursue)) {
|
||||
_ai_char->_steering->pause_ai("pursue");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,49 @@
|
|||
// Filename: arrival.h
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
#ifndef ARRIVAL_H
|
||||
#define ARRIVAL_H
|
||||
|
||||
#include "aiGlobals.h"
|
||||
#include "aiCharacter.h"
|
||||
|
||||
class AICharacter;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : Arrival
|
||||
// Description : This class handles all calls to the arrival behavior
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class Arrival {
|
||||
|
||||
public:
|
||||
AICharacter *_ai_char;
|
||||
|
||||
NodePath _arrival_target;
|
||||
LVecBase3f _arrival_target_pos;
|
||||
double _arrival_distance;
|
||||
LVecBase3f _arrival_direction;
|
||||
bool _arrival_done;
|
||||
|
||||
// This flag specifies if the arrival behavior is being used with
|
||||
// seek or pursue behavior.
|
||||
// True = used with pursue.
|
||||
// False = used with seek.
|
||||
bool _arrival_type;
|
||||
|
||||
Arrival(AICharacter *ai_ch, double distance = 10.0);
|
||||
~Arrival();
|
||||
LVecBase3f do_arrival();
|
||||
void arrival_activate();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,55 @@
|
|||
// Filename: config_ai.cxx
|
||||
// Created by: Pandai (13Sep09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised BSD
|
||||
// license. You should have received a copy of this license along
|
||||
// with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "config_ai.h"
|
||||
#include "aiWorld.h"
|
||||
#include "aiCharacter.h"
|
||||
#include "aiBehaviors.h"
|
||||
#include "seek.h"
|
||||
#include "flee.h"
|
||||
#include "pursue.h"
|
||||
#include "evade.h"
|
||||
#include "arrival.h"
|
||||
#include "flock.h"
|
||||
#include "wander.h"
|
||||
#include "pathFollow.h"
|
||||
#include "obstacleAvoidance.h"
|
||||
#include "pathFind.h"
|
||||
#include "aiNode.h"
|
||||
#include "aiPathFinder.h"
|
||||
#include "dconfig.h"
|
||||
|
||||
Configure(config_ai);
|
||||
NotifyCategoryDef(ai, "");
|
||||
|
||||
ConfigureFn(config_ai) {
|
||||
init_libai();
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: init_libai
|
||||
// Description: Initializes the library. This must be called at
|
||||
// least once before any of the functions or classes in
|
||||
// this library can be used. Normally it will be
|
||||
// called by the static initializers and need not be
|
||||
// called explicitly, but special cases exist.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
init_libai() {
|
||||
static bool initialized = false;
|
||||
if (initialized) {
|
||||
return;
|
||||
}
|
||||
initialized = true;
|
||||
}
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
// Filename: config_ai.h
|
||||
// Created by: Pandai (13Sep09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised BSD
|
||||
// license. You should have received a copy of this license along
|
||||
// with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef CONFIG_AI_H
|
||||
#define CONFIG_AI_H
|
||||
|
||||
#include "contribbase.h"
|
||||
#include "notifyCategoryProxy.h"
|
||||
|
||||
NotifyCategoryDecl(ai, EXPCL_PANDAAI, EXPTP_PANDAAI);
|
||||
|
||||
extern EXPCL_PANDAAI void init_libai();
|
||||
|
||||
#endif
|
||||
|
||||
|
|
@ -0,0 +1,86 @@
|
|||
// Filename: evade.cxx
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "evade.h"
|
||||
|
||||
Evade::
|
||||
Evade(AICharacter *ai_ch, NodePath target_object,
|
||||
double panic_distance, double relax_distance, float evade_wt) {
|
||||
_ai_char = ai_ch;
|
||||
|
||||
_evade_target = target_object;
|
||||
_evade_distance = panic_distance;
|
||||
_evade_relax_distance = relax_distance;
|
||||
_evade_weight = evade_wt;
|
||||
|
||||
_evade_done = true;
|
||||
_evade_activate_done = false;
|
||||
}
|
||||
|
||||
Evade::~Evade() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: do_evade
|
||||
// Description: This function performs the evade and returns an
|
||||
// evade force which is used in the
|
||||
// calculate_prioritized function. In case the
|
||||
// AICharacter is past the (panic + relax) distance,
|
||||
// it resets to evade_activate. This function is not
|
||||
// to be used by the user.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LVecBase3f Evade::do_evade() {
|
||||
assert(_evade_target && "evade target not assigned");
|
||||
|
||||
_evade_direction = _ai_char->_ai_char_np.get_pos(_ai_char->_window_render)
|
||||
- _evade_target.get_pos(_ai_char->_window_render);
|
||||
double distance = _evade_direction.length();
|
||||
|
||||
_evade_direction.normalize();
|
||||
LVecBase3f desired_force = _evade_direction * _ai_char->_movt_force;
|
||||
|
||||
if (distance > (_evade_distance + _evade_relax_distance)) {
|
||||
if ((_ai_char->_steering->_behaviors_flags |
|
||||
_ai_char->_steering->BT_evade) == _ai_char->_steering->BT_evade) {
|
||||
_ai_char->_steering->_steering_force = LVecBase3f(0.0, 0.0, 0.0);
|
||||
}
|
||||
_ai_char->_steering->turn_off("evade");
|
||||
_ai_char->_steering->turn_on("evade_activate");
|
||||
_evade_done = true;
|
||||
return (LVecBase3f(0.0, 0.0, 0.0));
|
||||
} else {
|
||||
_evade_done = false;
|
||||
return (desired_force);
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: evade_activate
|
||||
// Description: This function checks for whether the target is
|
||||
// within the panic distance.
|
||||
// When this is true, it calls the do_evade function
|
||||
// and sets the evade direction.
|
||||
// This function is not to be used by the user.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void Evade::evade_activate() {
|
||||
_evade_direction = (_ai_char->_ai_char_np.get_pos(_ai_char->_window_render) - _evade_target.get_pos(_ai_char->_window_render));
|
||||
double distance = _evade_direction.length();
|
||||
_evade_activate_done = false;
|
||||
|
||||
if (distance < _evade_distance) {
|
||||
_ai_char->_steering->turn_off("evade_activate");
|
||||
_ai_char->_steering->turn_on("evade");
|
||||
_evade_activate_done = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,48 @@
|
|||
// Filename: evade.h
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef EVADE_H
|
||||
#define EVADE_H
|
||||
|
||||
#include "aiGlobals.h"
|
||||
#include "aiCharacter.h"
|
||||
|
||||
class AICharacter;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : Evade
|
||||
// Description : This class handles all calls to the evade behavior
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class Evade {
|
||||
|
||||
public:
|
||||
AICharacter *_ai_char;
|
||||
|
||||
NodePath _evade_target;
|
||||
float _evade_weight;
|
||||
LVecBase3f _evade_direction;
|
||||
double _evade_distance;
|
||||
double _evade_relax_distance;
|
||||
bool _evade_done;
|
||||
bool _evade_activate_done;
|
||||
|
||||
Evade(AICharacter *ai_ch, NodePath target_object, double panic_distance,
|
||||
double relax_distance, float evade_wt);
|
||||
|
||||
~Evade();
|
||||
LVecBase3f do_evade();
|
||||
void evade_activate();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,104 @@
|
|||
// Filename: flee.cxx
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "flee.h"
|
||||
|
||||
Flee::Flee(AICharacter *ai_ch, NodePath target_object, double panic_distance,
|
||||
double relax_distance, float flee_wt){
|
||||
|
||||
_ai_char = ai_ch;
|
||||
|
||||
_flee_position = target_object.get_pos(_ai_char->_window_render);
|
||||
_flee_distance = panic_distance;
|
||||
_flee_weight = flee_wt;
|
||||
_flee_relax_distance = relax_distance;
|
||||
|
||||
_flee_done = false;
|
||||
_flee_activate_done = false;
|
||||
}
|
||||
|
||||
Flee::Flee(AICharacter *ai_ch, LVecBase3f pos, double panic_distance,
|
||||
double relax_distance, float flee_wt){
|
||||
|
||||
_ai_char = ai_ch;
|
||||
|
||||
_flee_position = pos;
|
||||
_flee_distance = panic_distance;
|
||||
_flee_weight = flee_wt;
|
||||
_flee_relax_distance = relax_distance;
|
||||
|
||||
_flee_done = false;
|
||||
_flee_activate_done = false;
|
||||
}
|
||||
|
||||
Flee::~Flee() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: do_flee
|
||||
// Description: This function performs the flee and returns a flee
|
||||
// force which is used in the calculate_prioritized
|
||||
// function. In case the AICharacter is past the
|
||||
// (panic + relax) distance, it resets to flee_activate.
|
||||
// This function is not to be used by the user.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LVecBase3f Flee::do_flee() {
|
||||
LVecBase3f dirn;
|
||||
double distance;
|
||||
LVecBase3f desired_force;
|
||||
|
||||
dirn = _ai_char->_ai_char_np.get_pos(_ai_char->_window_render) - _flee_present_pos;
|
||||
distance = dirn.length();
|
||||
desired_force = _flee_direction * _ai_char->_movt_force;
|
||||
|
||||
if (distance > (_flee_distance + _flee_relax_distance)) {
|
||||
if ((_ai_char->_steering->_behaviors_flags | _ai_char->_steering->BT_flee) == _ai_char->_steering->BT_flee) {
|
||||
_ai_char->_steering->_steering_force = LVecBase3f(0.0, 0.0, 0.0);
|
||||
}
|
||||
_flee_done = true;
|
||||
_ai_char->_steering->turn_off("flee");
|
||||
_ai_char->_steering->turn_on("flee_activate");
|
||||
return (LVecBase3f(0.0, 0.0, 0.0));
|
||||
}
|
||||
else {
|
||||
return (desired_force);
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: flee_activate
|
||||
// Description: This function checks for whether the target is
|
||||
// within the panic distance. When this is true,
|
||||
// it calls the do_flee function and sets the flee
|
||||
// direction.
|
||||
// This function is not to be used by the user.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void Flee::flee_activate() {
|
||||
LVecBase3f dirn;
|
||||
double distance;
|
||||
|
||||
_flee_activate_done = false;
|
||||
|
||||
dirn = (_ai_char->_ai_char_np.get_pos(_ai_char->_window_render) - _flee_position);
|
||||
distance = dirn.length();
|
||||
|
||||
if (distance < _flee_distance) {
|
||||
_flee_direction = _ai_char->_ai_char_np.get_pos(_ai_char->_window_render) - _flee_position;
|
||||
_flee_direction.normalize();
|
||||
_flee_present_pos = _ai_char->_ai_char_np.get_pos(_ai_char->_window_render);
|
||||
_ai_char->_steering->turn_off("flee_activate");
|
||||
_ai_char->_steering->turn_on("flee");
|
||||
_flee_activate_done = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,52 @@
|
|||
// Filename: flee.h
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef FLEE_H
|
||||
#define FLEE_H
|
||||
|
||||
#include "aiGlobals.h"
|
||||
#include "aiCharacter.h"
|
||||
|
||||
class AICharacter;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : Flee
|
||||
// Description : This class handles all calls to the flee behavior
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class Flee {
|
||||
|
||||
public:
|
||||
AICharacter *_ai_char;
|
||||
|
||||
LVecBase3f _flee_position;
|
||||
float _flee_weight;
|
||||
LVecBase3f _flee_direction;
|
||||
double _flee_distance;
|
||||
double _flee_relax_distance;
|
||||
LVecBase3f _flee_present_pos;
|
||||
bool _flee_done;
|
||||
bool _flee_activate_done;
|
||||
|
||||
Flee(AICharacter *ai_ch, NodePath target_object, double panic_distance = 10.0,
|
||||
double relax_distance = 10.0, float flee_wt = 1.0);
|
||||
|
||||
Flee(AICharacter *ai_ch, LVecBase3f pos, double panic_distance = 10.0,
|
||||
double relax_distance = 10.0, float flee_wt = 1.0);
|
||||
|
||||
~Flee();
|
||||
LVecBase3f do_flee();
|
||||
void flee_activate();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
// Filename: flock.cxx
|
||||
// Created by: Deepak, John, Navin (12Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised BSD
|
||||
// license. You should have received a copy of this license along
|
||||
// with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "flock.h"
|
||||
|
||||
Flock::Flock(unsigned int flock_id, double vcone_angle, double vcone_radius, unsigned int separation_wt,
|
||||
unsigned int cohesion_wt, unsigned int alignment_wt) {
|
||||
_flock_id = flock_id;
|
||||
_flock_vcone_angle = vcone_angle;
|
||||
_flock_vcone_radius = vcone_radius;
|
||||
_separation_wt = separation_wt;
|
||||
_cohesion_wt = cohesion_wt;
|
||||
_alignment_wt = alignment_wt;
|
||||
}
|
||||
|
||||
Flock::~Flock() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: add_ai_char
|
||||
// Description: This function adds AI characters to the flock.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void Flock::add_ai_char(AICharacter *ai_char) {
|
||||
ai_char->_ai_char_flock_id = _flock_id;
|
||||
ai_char->_steering->_flock_group = this;
|
||||
_ai_char_list.push_back(ai_char);
|
||||
}
|
||||
|
||||
unsigned int Flock::get_id() {
|
||||
return _flock_id;
|
||||
}
|
||||
|
|
@ -0,0 +1,62 @@
|
|||
// Filename: flock.h
|
||||
// Created by: Deepak, John, Navin (12Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef FLOCK_H
|
||||
#define FLOCK_H
|
||||
|
||||
#include "aiGlobals.h"
|
||||
#include "aiCharacter.h"
|
||||
|
||||
class AICharacter;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : Flock
|
||||
// Description : This class is used to define the flock attributes
|
||||
// and the AI characters which are part of the flock.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class Flock {
|
||||
private:
|
||||
unsigned int _flock_id;
|
||||
|
||||
public:
|
||||
// Variables which will hold the parameters of the ai character's
|
||||
// visibility cone.
|
||||
double _flock_vcone_angle;
|
||||
double _flock_vcone_radius;
|
||||
|
||||
// Variables to specify weights of separation, cohesion and
|
||||
// alignment behaviors and thus create variable flock behavior.
|
||||
unsigned int _separation_wt;
|
||||
unsigned int _cohesion_wt;
|
||||
unsigned int _alignment_wt;
|
||||
|
||||
// This vector will hold all the ai characters which belong to
|
||||
// this flock.
|
||||
typedef std::vector<AICharacter*> AICharList;
|
||||
AICharList _ai_char_list;
|
||||
|
||||
PUBLISHED:
|
||||
Flock(unsigned int flock_id, double vcone_angle, double vcone_radius,
|
||||
unsigned int separation_wt = 2, unsigned int cohesion_wt = 4,
|
||||
unsigned int alignment_wt = 1);
|
||||
~Flock();
|
||||
|
||||
// Function to add the ai characters to _ai_char_list.
|
||||
void add_ai_char(AICharacter *ai_char);
|
||||
|
||||
// Function to access the private member flock_id.
|
||||
unsigned int get_id();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,33 @@
|
|||
////////////////////////////////////////////////////////////////////////
|
||||
//! Filename : globals.h
|
||||
//! Created by : Deepak, John, Navin
|
||||
//! Date: 8 Sep 09
|
||||
//!
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
//!
|
||||
//! PANDA3D SOFTWARE
|
||||
//! Copyright(c) Carnegie Mellon University. All rights reserved.
|
||||
//!
|
||||
//! All use of this software is subjest to the terms of the revised BSD
|
||||
//! license. You should have received a copy of this license along with this source code in a file named "LICENSE"
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#pragma warning (disable:4996)
|
||||
#pragma warning (disable:4005)
|
||||
#pragma warning(disable:4275)
|
||||
|
||||
#ifndef _GLOBALS_H
|
||||
#define _GLOBALS_H
|
||||
|
||||
#include "pandaFramework.h"
|
||||
#include "textNode.h"
|
||||
#include "pandaSystem.h"
|
||||
|
||||
#include "lvecBase3.h"
|
||||
#include "nodePath.h"
|
||||
|
||||
#include "genericAsyncTask.h"
|
||||
#include "asyncTaskManager.h"
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,43 @@
|
|||
|
||||
#include "meshNode.h"
|
||||
|
||||
Node::Node(int grid_x, int grid_y, LVecBase3f pos, float w, float l, float h) {
|
||||
for(int i = 0; i < 8; ++i) {
|
||||
_neighbours[i] = NULL;
|
||||
}
|
||||
|
||||
_position = pos;
|
||||
_width = w;
|
||||
_length = l;
|
||||
_height = h;
|
||||
_grid_x = grid_x;
|
||||
_grid_y = grid_y;
|
||||
_status = neutral;
|
||||
_type = true;
|
||||
_score = 0;
|
||||
_cost = 0;
|
||||
_heuristic = 0;
|
||||
_next = NULL;
|
||||
_prv_node = NULL;
|
||||
}
|
||||
|
||||
Node::~Node() {
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
//!
|
||||
//! Function : contains
|
||||
//! Description : This is a handy function which returns true if the passed position is
|
||||
//! within the node's dimensions.
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
bool Node::contains(float x, float y) {
|
||||
if(_position.get_x() - _width / 2 <= x && _position.get_x() + _width / 2 >= x &&
|
||||
_position.get_y() - _length / 2 <= y && _position.get_y() + _length / 2 >= y) {
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,67 @@
|
|||
|
||||
#ifndef _MESHNODE_H
|
||||
#define _MESHNODE_H
|
||||
|
||||
#include "globals.h"
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//!
|
||||
//! Class : Node
|
||||
//! Description : This class is used to assign the nodes on the mesh. It holds all the data necessary to
|
||||
//! compute A* algorithm. It also maintains a lot of vital information such as the neighbor
|
||||
//! nodes of each node and also its position on the mesh.
|
||||
//! Note: The Mesh Generator which is a stand alone tool makes use of this class to generate the nodes on the
|
||||
//! mesh.
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
class Node {
|
||||
public:
|
||||
// This variable specifies whether the node is an obtacle or not.
|
||||
// Used for dynamic obstacle addition to the environment.
|
||||
// obstacle = false
|
||||
// navigational = true
|
||||
bool _type;
|
||||
|
||||
// This variable specifies the node status whether open, close or neutral.
|
||||
// open = belongs to _open_list.
|
||||
// close = belongs to _closed_list.
|
||||
// neutral = unexamined node.
|
||||
enum Status {
|
||||
open,
|
||||
close,
|
||||
neutral
|
||||
};
|
||||
Status _status;
|
||||
|
||||
// The score is used to compute the traversal expense to nodes when using A*.
|
||||
// _score = _cost + heuristic
|
||||
int _score;
|
||||
int _cost;
|
||||
int _heuristic;
|
||||
|
||||
// Used to trace back the path after it is generated using A*.
|
||||
Node *_prv_node;
|
||||
|
||||
// Position of the node in the 2d grid.
|
||||
int _grid_x, _grid_y;
|
||||
|
||||
// Position of the node in 3D space.
|
||||
LVecBase3f _position;
|
||||
|
||||
// Dimensions of each face / cell on the mesh.
|
||||
// Height is given in case of expansion to a 3d mesh. Currently not used.
|
||||
float _width, _length ,_height;
|
||||
Node *_neighbours[8]; // anti-clockwise from top left corner.
|
||||
|
||||
// The _next pointer is used for traversal during mesh generation from the model.
|
||||
// Note: The data in this member is discarded when mesh data is written into navmesh.csv file.
|
||||
Node *_next;
|
||||
|
||||
Node(int grid_x, int grid_y, LVecBase3f pos, float w, float l, float h);
|
||||
~Node();
|
||||
|
||||
bool contains(float x, float y);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,119 @@
|
|||
// Filename: obstacleAvoidance.cxx
|
||||
// Created by: Deepak, John, Navin (10Nov09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "obstacleAvoidance.h"
|
||||
|
||||
ObstacleAvoidance::ObstacleAvoidance(AICharacter *ai_char, float feeler_length) {
|
||||
_ai_char = ai_char;
|
||||
_feeler = feeler_length;
|
||||
}
|
||||
|
||||
ObstacleAvoidance::~ObstacleAvoidance() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: obstacle_detection
|
||||
// Description: This function checks if an obstacle is near to the
|
||||
// AICharacter and if an obstacle is detected returns
|
||||
// true.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
bool ObstacleAvoidance::obstacle_detection() {
|
||||
// Calculate the volume of the AICharacter with respect to render
|
||||
PT(BoundingVolume) np_bounds = _ai_char->get_node_path().get_bounds();
|
||||
CPT(BoundingSphere) np_sphere = np_bounds->as_bounding_sphere();
|
||||
LVecBase3f avoidance(0.0, 0.0, 0.0);
|
||||
double distance = 0x7fff ;
|
||||
double expanded_radius;
|
||||
LVecBase3f to_obstacle;
|
||||
LVecBase3f prev_avoidance;
|
||||
for (unsigned int i = 0; i < _ai_char->_world->_obstacles.size(); ++i) {
|
||||
PT(BoundingVolume) bounds = _ai_char->_world->_obstacles[i].get_bounds();
|
||||
CPT(BoundingSphere) bsphere = bounds->as_bounding_sphere();
|
||||
LVecBase3f near_obstacle = _ai_char->_world->_obstacles[i].get_pos()
|
||||
- _ai_char->get_node_path().get_pos();
|
||||
// Check if it's the nearest obstacle, If so initialize as the nearest
|
||||
// obstacle
|
||||
if ((near_obstacle.length() < distance) &&
|
||||
(_ai_char->_world->_obstacles[i].get_pos() != _ai_char->get_node_path().get_pos())) {
|
||||
_nearest_obstacle = _ai_char->_world->_obstacles[i];
|
||||
distance = near_obstacle.length();
|
||||
expanded_radius = bsphere->get_radius() + np_sphere->get_radius();
|
||||
}
|
||||
}
|
||||
LVecBase3f feeler = _feeler * _ai_char->get_char_render().get_relative_vector(_ai_char->get_node_path(), LVector3f::forward());
|
||||
feeler.normalize();
|
||||
feeler *= (expanded_radius + np_sphere->get_radius()) ;
|
||||
to_obstacle = _nearest_obstacle.get_pos() - _ai_char->get_node_path().get_pos();
|
||||
LVector3f line_vector = _ai_char->get_char_render().get_relative_vector(_ai_char->get_node_path(), LVector3f::forward());
|
||||
LVecBase3f project = (to_obstacle.dot(line_vector) * line_vector) / line_vector.length_squared();
|
||||
LVecBase3f perp = project - to_obstacle;
|
||||
// If the nearest obstacle will collide with our AICharacter then
|
||||
// send obstacle detection as true
|
||||
if ((_nearest_obstacle) &&
|
||||
(perp.length() < expanded_radius - np_sphere->get_radius()) &&
|
||||
(project.length() < feeler.length())) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: obstacle_avoidance_activate
|
||||
// Description: This function activates obstacle_avoidance if an
|
||||
// obstacle is detected
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void ObstacleAvoidance::obstacle_avoidance_activate() {
|
||||
if (obstacle_detection()) {
|
||||
_ai_char->_steering->turn_off("obstacle_avoidance_activate");
|
||||
_ai_char->_steering->turn_on("obstacle_avoidance");
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: do_obstacle_avoidance
|
||||
// Description: This function returns the force necessary by the
|
||||
// AICharacter to avoid the nearest obstacle detected
|
||||
// by obstacle_detection function
|
||||
// NOTE : This assumes the obstacles are spherical
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LVecBase3f ObstacleAvoidance::do_obstacle_avoidance() {
|
||||
LVecBase3f offset = _ai_char->get_node_path().get_pos()
|
||||
- _nearest_obstacle.get_pos();
|
||||
PT(BoundingVolume) bounds =_nearest_obstacle.get_bounds();
|
||||
CPT(BoundingSphere) bsphere = bounds->as_bounding_sphere();
|
||||
PT(BoundingVolume) np_bounds = _ai_char->get_node_path().get_bounds();
|
||||
CPT(BoundingSphere) np_sphere = np_bounds->as_bounding_sphere();
|
||||
double distance_needed = offset.length() - bsphere->get_radius()
|
||||
- np_sphere->get_radius();
|
||||
|
||||
if (obstacle_detection()) {
|
||||
LVecBase3f direction = _ai_char->get_char_render().get_relative_vector(
|
||||
_ai_char->get_node_path(), LVector3f::forward());
|
||||
direction.normalize();
|
||||
float forward_component = offset.dot(direction);
|
||||
LVecBase3f projection = forward_component * direction;
|
||||
LVecBase3f perpendicular_component = offset - projection;
|
||||
double p = perpendicular_component.length();
|
||||
perpendicular_component.normalize();
|
||||
LVecBase3f avoidance = perpendicular_component;
|
||||
|
||||
// The closer the obstacle, the more force it generates
|
||||
avoidance = (avoidance * _ai_char->get_max_force() *
|
||||
_ai_char->_movt_force) / (p + 0.01);
|
||||
return avoidance;
|
||||
}
|
||||
_ai_char->_steering->turn_on("obstacle_avoidance_activate");
|
||||
_ai_char->_steering->turn_off("obstacle_avoidance");
|
||||
return LVecBase3f(0, 0, 0);
|
||||
}
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
// Filename: obstacleAvoidance.h
|
||||
// Created by: Deepak, John, Navin (10Nov2009)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
#ifndef OBSTACLE_AVOIDANCE_H
|
||||
#define OBSTACLE_AVOIDANCE_H
|
||||
|
||||
#include "aiCharacter.h"
|
||||
#include "boundingSphere.h"
|
||||
|
||||
class AICharacter;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : ObstacleAvoidance
|
||||
// Description : This class handles all calls to the obstacle
|
||||
// avoidance behavior
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class ObstacleAvoidance {
|
||||
public :
|
||||
AICharacter *_ai_char;
|
||||
float _obstacle_avoidance_weight;
|
||||
NodePath _nearest_obstacle;
|
||||
bool _obstacle_avoidance_done;
|
||||
float _feeler;
|
||||
|
||||
ObstacleAvoidance(AICharacter *ai_char, float feeler_length);
|
||||
LVecBase3f do_obstacle_avoidance();
|
||||
~ObstacleAvoidance();
|
||||
void obstacle_avoidance_activate();
|
||||
bool obstacle_detection();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,413 @@
|
|||
|
||||
// Filename: pathFind.cxx
|
||||
// Created by: Deepak, John, Navin (12Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "pathFind.h"
|
||||
|
||||
PathFind::PathFind(AICharacter *ai_ch) {
|
||||
_ai_char = ai_ch;
|
||||
|
||||
_parent = new GeomNode("parent");
|
||||
_ai_char->_window_render.attach_new_node(_parent);
|
||||
|
||||
_pen = new LineSegs("pen");
|
||||
_pen->set_color(1.0, 0.0, 0.0);
|
||||
_pen->set_thickness(2.0);
|
||||
|
||||
_path_finder_obj = NULL;
|
||||
_dynamic_avoid = false;
|
||||
}
|
||||
|
||||
PathFind::~PathFind() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: create_nav_mesh
|
||||
// Description: This function recreates the navigation mesh from
|
||||
// the .csv file.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::create_nav_mesh(const char* navmesh_filename) {
|
||||
// Stage variables.
|
||||
int grid_x, grid_y;
|
||||
float l, w, h;
|
||||
LVecBase3f position;
|
||||
|
||||
// Variable to hold line data read from file.
|
||||
string line;
|
||||
|
||||
// Array for storing data members obtained from each line of the
|
||||
// file.
|
||||
string fields[10];
|
||||
|
||||
// Open data file for reading.
|
||||
ifstream nav_mesh_file (navmesh_filename);
|
||||
|
||||
if (nav_mesh_file.is_open()) {
|
||||
// Capture the grid size from the file.
|
||||
getline(nav_mesh_file, line);
|
||||
int pos = line.find(",");
|
||||
_grid_size = atoi((line.substr(pos + 1)).c_str());
|
||||
|
||||
// Initialize the stage mesh with NULL nodes.
|
||||
for (int r = 0; r < _grid_size; ++r) {
|
||||
_nav_mesh.push_back(vector<AINode*>());
|
||||
for (int c = 0; c < _grid_size; ++c) {
|
||||
_nav_mesh[r].push_back(NULL);
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore the header of the navmesh.csv file.
|
||||
getline(nav_mesh_file, line);
|
||||
|
||||
// Begin reading data from the file.
|
||||
while (!nav_mesh_file.eof()) {
|
||||
getline(nav_mesh_file, line);
|
||||
stringstream linestream (line);
|
||||
|
||||
// Stores all the data members in the line to the array.
|
||||
// Data structure: NULL,NodeType,GridX,GridY,Length,Width,
|
||||
// Height,PosX,PosY,PosZ
|
||||
for (int i = 0; i < 10; ++i) {
|
||||
getline(linestream, fields[i], ',');
|
||||
}
|
||||
|
||||
// Populate the main nodes into stage mesh.
|
||||
if (fields[0] == "0" && fields[1] == "0") {
|
||||
grid_x = atoi(fields[2].c_str());
|
||||
grid_y = atoi(fields[3].c_str());
|
||||
l = atof(fields[4].c_str());
|
||||
w = atof(fields[5].c_str());
|
||||
h = atof(fields[6].c_str());
|
||||
position = LVecBase3f(atof(fields[7].c_str()),
|
||||
atof(fields[8].c_str()), atof(fields[9].c_str()));
|
||||
|
||||
AINode *stage_node = new AINode(grid_x, grid_y, position, w, l, h);
|
||||
|
||||
_nav_mesh[grid_y][grid_x] = stage_node;
|
||||
}
|
||||
else if (fields[0] == "") {
|
||||
// End of file reached at this point.
|
||||
nav_mesh_file.close();
|
||||
|
||||
// Assign the neighbor nodes for each of the main nodes
|
||||
// that just got populated into the stage mesh.
|
||||
assign_neighbor_nodes(navmesh_filename);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
cout << "error opening navmesh.csv file!\n";
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: assign_neighbor_nodes
|
||||
// Description: This function assigns the neighbor nodes for each
|
||||
// main node present in _nav_mesh.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::assign_neighbor_nodes(const char* navmesh_filename){
|
||||
ifstream nav_mesh_file (navmesh_filename);
|
||||
|
||||
// Stage variables.
|
||||
int gd_x, gd_y, gd_xn, gd_yn;
|
||||
string ln;
|
||||
string fields[10];
|
||||
string fields_n[10];
|
||||
|
||||
if (nav_mesh_file.is_open()) {
|
||||
getline(nav_mesh_file, ln); // Get rid of grid size line.
|
||||
getline(nav_mesh_file, ln); // Get rid of the header.
|
||||
|
||||
while (!nav_mesh_file.eof()) {
|
||||
getline(nav_mesh_file, ln); // Gets main node data only. No neighbor nodes.
|
||||
stringstream linestream (ln);
|
||||
for (int i = 0; i < 10; ++i) {
|
||||
getline(linestream, fields[i], ',');
|
||||
}
|
||||
if (fields[0] == "0" && fields[1] == "0") {
|
||||
// Usable main node.
|
||||
gd_x = atoi(fields[2].c_str());
|
||||
gd_y = atoi(fields[3].c_str());
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
getline(nav_mesh_file, ln); // Gets neighbor node data only. No main nodes.
|
||||
stringstream linestream_n (ln);
|
||||
for (int j = 0; j < 10; ++j) {
|
||||
getline(linestream_n, fields_n[j], ',');
|
||||
}
|
||||
gd_xn = atoi(fields_n[2].c_str());
|
||||
gd_yn = atoi(fields_n[3].c_str());
|
||||
|
||||
if (fields_n[0] == "0" && fields_n[1] == "1") {
|
||||
// Usable neighbor for main node.
|
||||
// Note: The indices of the vector are inverted
|
||||
// when compared to the values of the nodes on actual grid.
|
||||
_nav_mesh[gd_y][gd_x]->_neighbours[i] = _nav_mesh[gd_yn][gd_xn];
|
||||
}
|
||||
else if (fields_n[0] == "1" && fields_n[1] == "1") {
|
||||
// NULL neighbor.
|
||||
_nav_mesh[gd_y][gd_x]->_neighbours[i] = NULL;
|
||||
}
|
||||
else {
|
||||
cout << "Warning: Corrupt data!\n";
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (fields[0] == "") {
|
||||
// End of file reached at this point.
|
||||
nav_mesh_file.close();
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
cout << "error opening navmesh.csv file!\n";
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: set_path_find
|
||||
// Description: This function starts the path finding process after
|
||||
// reading the given navigation mesh.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::set_path_find(const char* navmesh_filename) {
|
||||
create_nav_mesh(navmesh_filename);
|
||||
|
||||
if (_ai_char->_steering->_path_follow_obj) {
|
||||
_ai_char->_steering->remove_ai("pathfollow");
|
||||
}
|
||||
|
||||
_ai_char->_steering->path_follow(1.0f);
|
||||
|
||||
if (_path_finder_obj) {
|
||||
delete _path_finder_obj;
|
||||
_path_finder_obj = NULL;
|
||||
}
|
||||
|
||||
_path_finder_obj = new PathFinder(_nav_mesh);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: path_find (for pathfinding towards a static position)
|
||||
// Description: This function checks for the source and target in
|
||||
// the navigation mesh for its availability and then
|
||||
// finds the best path via the A* algorithm Then it
|
||||
// calls the path follower to make the object follow
|
||||
// the path.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::path_find(LVecBase3f pos, string type) {
|
||||
if (type == "addPath") {
|
||||
if (_ai_char->_steering->_path_follow_obj) {
|
||||
_ai_char->_steering->remove_ai("pathfollow");
|
||||
}
|
||||
|
||||
_ai_char->_steering->path_follow(1.0f);
|
||||
}
|
||||
|
||||
clear_path();
|
||||
|
||||
AINode* src = find_in_mesh(_nav_mesh,
|
||||
_ai_char->_ai_char_np.get_pos(_ai_char->_window_render), _grid_size);
|
||||
|
||||
if (src == NULL) {
|
||||
cout << "couldnt find source\n";
|
||||
}
|
||||
|
||||
AINode* dst = find_in_mesh(_nav_mesh, pos, _grid_size);
|
||||
|
||||
if (dst == NULL) {
|
||||
cout << "couldnt find destination\n";
|
||||
}
|
||||
|
||||
if (src != NULL && dst != NULL) {
|
||||
_path_finder_obj->find_path(src, dst);
|
||||
trace_path(src);
|
||||
}
|
||||
|
||||
if (!_ai_char->_steering->_path_follow_obj->_start) {
|
||||
_ai_char->_steering->start_follow();
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: path_find (for pathfinding towards a moving target
|
||||
// (a NodePath))
|
||||
// Description: This function checks for the source and target in
|
||||
// the navigation mesh for its availability and then
|
||||
// finds the best path via the A* algorithm
|
||||
// Then it calls the path follower to make the object
|
||||
// follow the path.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::path_find(NodePath target, string type) {
|
||||
if (type == "addPath") {
|
||||
if (_ai_char->_steering->_path_follow_obj) {
|
||||
_ai_char->_steering->remove_ai("pathfollow");
|
||||
}
|
||||
|
||||
_ai_char->_steering->path_follow(1.0f);
|
||||
}
|
||||
|
||||
clear_path();
|
||||
|
||||
_path_find_target = target;
|
||||
_prev_position = target.get_pos(_ai_char->_window_render);
|
||||
|
||||
AINode* src = find_in_mesh(_nav_mesh,
|
||||
_ai_char->_ai_char_np.get_pos(_ai_char->_window_render), _grid_size);
|
||||
|
||||
if (src == NULL) {
|
||||
cout << "couldnt find source\n";
|
||||
}
|
||||
|
||||
AINode* dst = find_in_mesh(_nav_mesh, _prev_position, _grid_size);
|
||||
|
||||
if (dst == NULL) {
|
||||
cout << "couldnt find destination\n";
|
||||
}
|
||||
|
||||
if (src != NULL && dst != NULL) {
|
||||
_path_finder_obj->find_path(src, dst);
|
||||
trace_path(src);
|
||||
}
|
||||
|
||||
if (_ai_char->_steering->_path_follow_obj!=NULL) {
|
||||
if (!_ai_char->_steering->_path_follow_obj->_start) {
|
||||
_ai_char->_steering->start_follow("pathfind");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: clear_path
|
||||
// Description: Helper function to restore the path and mesh
|
||||
// to its initial state
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::clear_path() {
|
||||
// Initialize to zero
|
||||
for (int i = 0; i < _grid_size; ++i) {
|
||||
for (int j = 0; j < _grid_size; ++j) {
|
||||
if (_nav_mesh[i][j] != NULL) {
|
||||
_nav_mesh[i][j]->_status = _nav_mesh[i][j]->ST_neutral;
|
||||
_nav_mesh[i][j]->_cost = 0;
|
||||
_nav_mesh[i][j]->_heuristic = 0;
|
||||
_nav_mesh[i][j]->_score = 0;
|
||||
_nav_mesh[i][j]->_prv_node = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (_path_finder_obj) {
|
||||
_path_finder_obj->_open_list.clear();
|
||||
_path_finder_obj->_closed_list.clear();
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: trace_path
|
||||
// Description: This function is the function which sends the path
|
||||
// information one by one to the path follower so that
|
||||
// it can store the path needed to be
|
||||
// traversed by the pathfinding object
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::trace_path(AINode* src) {
|
||||
if (_ai_char->_pf_guide) {
|
||||
_parent->remove_all_children();
|
||||
}
|
||||
else {
|
||||
_parent->remove_all_children();
|
||||
}
|
||||
|
||||
if (_path_finder_obj->_closed_list.size() > 0) {
|
||||
AINode *traversor = _path_finder_obj->_closed_list[_path_finder_obj->_closed_list.size() - 0.5];
|
||||
while (traversor != src) {
|
||||
if (_ai_char->_pf_guide) {
|
||||
_pen->move_to(traversor->_position.get_x(), traversor->_position.get_y(), 1);
|
||||
_pen->draw_to(traversor->_prv_node->_position.get_x(),
|
||||
traversor->_prv_node->_position.get_y(), 0.5);
|
||||
PT(GeomNode) gnode = _pen->create();
|
||||
_parent->add_child(gnode);
|
||||
}
|
||||
_ai_char->_steering->add_to_path(traversor->_position);
|
||||
traversor = traversor->_prv_node;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: add_obstacle_to_mesh
|
||||
// Description: This function allows the user to dynamically add
|
||||
// obstacles to the game environment. The function
|
||||
// will update the nodes within the
|
||||
// bounding volume of the obstacle as non-traversable.
|
||||
// Hence will not be considered by the pathfinding
|
||||
// algorithm.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::add_obstacle_to_mesh(NodePath obstacle) {
|
||||
PT(BoundingVolume) np_bounds = obstacle.get_bounds();
|
||||
CPT(BoundingSphere) np_sphere = np_bounds->as_bounding_sphere();
|
||||
|
||||
AINode* temp = find_in_mesh(_nav_mesh, obstacle.get_pos(), _grid_size);
|
||||
|
||||
if (temp != NULL) {
|
||||
float left = temp->_position.get_x() - np_sphere->get_radius();
|
||||
float right = temp->_position.get_x() + np_sphere->get_radius();
|
||||
float top = temp->_position.get_y() + np_sphere->get_radius();
|
||||
float down = temp->_position.get_y() - np_sphere->get_radius();
|
||||
|
||||
for (int i = 0; i < _grid_size; ++i) {
|
||||
for (int j = 0; j < _grid_size; ++j) {
|
||||
if (_nav_mesh[i][j] != NULL && _nav_mesh[i][j]->_type == true) {
|
||||
if (_nav_mesh[i][j]->_position.get_x() >= left && _nav_mesh[i][j]->_position.get_x() <= right &&
|
||||
_nav_mesh[i][j]->_position.get_y() >= down && _nav_mesh[i][j]->_position.get_y() <= top) {
|
||||
_nav_mesh[i][j]->_type = false;
|
||||
_previous_obstacles.insert(_previous_obstacles.end(), i);
|
||||
_previous_obstacles.insert(_previous_obstacles.end(), j);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: do_dynamic_avoid()
|
||||
// Description: This function does the updation of the collisions to
|
||||
// the mesh based on the new positions of the obstacles.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::do_dynamic_avoid() {
|
||||
clear_previous_obstacles();
|
||||
_previous_obstacles.clear();
|
||||
for (unsigned int i = 0; i < _dynamic_obstacle.size(); ++i) {
|
||||
add_obstacle_to_mesh(_dynamic_obstacle[i]);
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: clear_previous_obstacles()
|
||||
// Description: Helper function to reset the collisions if the
|
||||
// obstacle is not on the node anymore.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::clear_previous_obstacles(){
|
||||
for (unsigned int i = 0; i < _previous_obstacles.size(); i = i + 2) {
|
||||
_nav_mesh[_previous_obstacles[i]][_previous_obstacles[i + 1]]->_type = true;
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: dynamic_avoid
|
||||
// Description: This function starts the pathfinding obstacle
|
||||
// navigation for the passed in obstacle.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFind::dynamic_avoid(NodePath obstacle) {
|
||||
_dynamic_avoid = true;
|
||||
_dynamic_obstacle.insert(_dynamic_obstacle.end(), obstacle);
|
||||
}
|
||||
|
|
@ -0,0 +1,70 @@
|
|||
// Filename: pathFind.h
|
||||
// Created by: Deepak, John, Navin (12Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef PATHFIND_H
|
||||
#define PATHFIND_H
|
||||
|
||||
#include "aiGlobals.h"
|
||||
#include "aiCharacter.h"
|
||||
#include "aiPathFinder.h"
|
||||
#include "boundingSphere.h"
|
||||
|
||||
class AICharacter;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : PathFind
|
||||
// Description : This class contains all the members and functions
|
||||
// that are required to form an interface between
|
||||
// the AIBehaviors class and the PathFinder class.
|
||||
// An object (pointer) of this class is provided in
|
||||
// the AIBehaviors class. It is only via this object
|
||||
// that the user can activate pathfinding.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class PathFind {
|
||||
public:
|
||||
AICharacter *_ai_char;
|
||||
PathFinder *_path_finder_obj;
|
||||
|
||||
NavMesh _nav_mesh;
|
||||
NavMesh _stage_mesh;
|
||||
|
||||
int _grid_size;
|
||||
NodePath _path_find_target;
|
||||
LVecBase3f _prev_position;
|
||||
PT(GeomNode) _parent;
|
||||
LineSegs *_pen;
|
||||
vector<int> _previous_obstacles;
|
||||
bool _dynamic_avoid;
|
||||
vector<NodePath> _dynamic_obstacle;
|
||||
|
||||
PathFind(AICharacter *ai_ch);
|
||||
~PathFind();
|
||||
|
||||
void clear_path();
|
||||
void trace_path(AINode* src);
|
||||
|
||||
void create_nav_mesh(const char* navmesh_filename);
|
||||
void assign_neighbor_nodes(const char* navmesh_filename);
|
||||
void do_dynamic_avoid();
|
||||
void clear_previous_obstacles();
|
||||
|
||||
void set_path_find(const char* navmesh_filename);
|
||||
void path_find(LVecBase3f pos, string type = "normal");
|
||||
void path_find(NodePath target, string type = "normal");
|
||||
void add_obstacle_to_mesh(NodePath obstacle);
|
||||
void dynamic_avoid(NodePath obstacle);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
@ -0,0 +1,138 @@
|
|||
// Filename: pathFollow.cxx
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "pathFollow.h"
|
||||
|
||||
PathFollow::PathFollow(AICharacter *ai_ch, float follow_wt) {
|
||||
_follow_weight = follow_wt;
|
||||
_curr_path_waypoint = -1;
|
||||
_start = false;
|
||||
_ai_char = ai_ch;
|
||||
_myClock = ClockObject::get_global_clock();
|
||||
}
|
||||
|
||||
PathFollow::~PathFollow() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: add_to_path
|
||||
// Description: This function adds the positions generated from a
|
||||
// pathfind or a simple path follow behavior to the
|
||||
// _path list.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFollow::add_to_path(LVecBase3f pos) {
|
||||
_path.push_back(pos);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: start
|
||||
// Description: This function initiates the path follow behavior.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFollow::start(string type) {
|
||||
_type = type;
|
||||
_start = true;
|
||||
if (_path.size() > 0) {
|
||||
_curr_path_waypoint = _path.size() - 1;
|
||||
_dummy = _ai_char->_window_render.attach_new_node("dummy");
|
||||
_dummy.set_pos(_path[_curr_path_waypoint]);
|
||||
_ai_char->_steering->pursue(_dummy, _follow_weight);
|
||||
_time = _myClock->get_real_time();
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: do_follow
|
||||
// Description: This function allows continuous path finding by AI
|
||||
// chars. There are 2 ways in which this is implemented.
|
||||
// 1. The character re-calculates the optimal path
|
||||
// everytime the target changes its position.
|
||||
// Less computationally expensive.
|
||||
// 2. The character continuosly re-calculates its
|
||||
// optimal path to the target. This is used in a
|
||||
// scenario where the ai chars have to avoid other AI
|
||||
// chars. More computationally expensive.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PathFollow::do_follow() {
|
||||
if ((_myClock->get_real_time() - _time) > 0.5) {
|
||||
if (_type == "pathfind") {
|
||||
// This 'if' statement when 'true' causes the path to be
|
||||
// re-calculated irrespective of target position.
|
||||
// This is done when _dynamice_avoid is active. More
|
||||
// computationally expensive.
|
||||
if (_ai_char->_steering->_path_find_obj->_dynamic_avoid) {
|
||||
_ai_char->_steering->_path_find_obj->do_dynamic_avoid();
|
||||
if (check_if_possible()) {
|
||||
_path.clear();
|
||||
_ai_char->_steering->_path_find_obj->path_find(_ai_char->_steering->_path_find_obj->_path_find_target);
|
||||
// Ensure that the path size is not 0.
|
||||
if (_path.size() > 0) {
|
||||
_curr_path_waypoint = _path.size() - 1;
|
||||
_dummy.set_pos(_path[_curr_path_waypoint]);
|
||||
}
|
||||
else {
|
||||
// Refresh the _curr_path_waypoint value if path size is <= 0.
|
||||
_curr_path_waypoint = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
// This 'if' statement causes the path to be re-calculated only
|
||||
// when there is a change in target position.
|
||||
// Less computationally expensive.
|
||||
else if (_ai_char->_steering->_path_find_obj->_path_find_target.get_pos(_ai_char->_window_render)
|
||||
!= _ai_char->_steering->_path_find_obj->_prev_position) {
|
||||
if (check_if_possible()) {
|
||||
_path.clear();
|
||||
_ai_char->_steering->_path_find_obj->path_find(_ai_char->_steering->_path_find_obj->_path_find_target);
|
||||
// Ensure that the path size is not 0.
|
||||
if (_path.size() > 0) {
|
||||
_curr_path_waypoint = _path.size() - 1;
|
||||
_dummy.set_pos(_path[_curr_path_waypoint]);
|
||||
}
|
||||
else {
|
||||
// Refresh the _curr_path_waypoint value if path size is 0.
|
||||
_curr_path_waypoint = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
_time = _myClock->get_real_time();
|
||||
}
|
||||
}
|
||||
|
||||
if (_curr_path_waypoint > 0) {
|
||||
double distance = (_path[_curr_path_waypoint] -
|
||||
_ai_char->_ai_char_np.get_pos(_ai_char->_window_render)).length();
|
||||
|
||||
if (distance < 5) {
|
||||
_curr_path_waypoint--;
|
||||
_dummy.set_pos(_path[_curr_path_waypoint]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: check_if_possible
|
||||
// Description: This function checks if the current positions of
|
||||
// the ai char and the target char can be used to
|
||||
// generate an optimal path.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
bool PathFollow::check_if_possible() {
|
||||
AINode* src = find_in_mesh(_ai_char->_steering->_path_find_obj->_nav_mesh,
|
||||
_ai_char->_ai_char_np.get_pos(_ai_char->_window_render),
|
||||
_ai_char->_steering->_path_find_obj->_grid_size);
|
||||
LVecBase3f _prev_position = _ai_char->_steering->_path_find_obj->_path_find_target.get_pos(_ai_char->_window_render);
|
||||
AINode* dst = find_in_mesh(_ai_char->_steering->_path_find_obj->_nav_mesh,
|
||||
_prev_position, _ai_char->_steering->_path_find_obj->_grid_size);
|
||||
|
||||
return (src && dst);
|
||||
}
|
||||
|
|
@ -0,0 +1,50 @@
|
|||
// Filename: pathFollow.h
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef PATHFOLLOW_H
|
||||
#define PATHFOLLOW_H
|
||||
|
||||
#include "aiGlobals.h"
|
||||
#include "aiCharacter.h"
|
||||
#include "aiNode.h"
|
||||
|
||||
class AICharacter;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : PathFollow
|
||||
// Description : This class handles all calls to the path follow
|
||||
// behavior and has functions to handle pathfinding
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class PathFollow {
|
||||
|
||||
public:
|
||||
AICharacter *_ai_char;
|
||||
float _follow_weight;
|
||||
vector<LVecBase3f> _path;
|
||||
int _curr_path_waypoint;
|
||||
bool _start;
|
||||
NodePath _dummy;
|
||||
string _type;
|
||||
ClockObject *_myClock;
|
||||
float _time;
|
||||
|
||||
PathFollow(AICharacter *ai_ch, float follow_wt);
|
||||
~PathFollow();
|
||||
void add_to_path(LVecBase3f pos);
|
||||
void start(string type);
|
||||
void do_follow();
|
||||
bool check_if_possible();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,60 @@
|
|||
// Filename: pursue.cxx
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "pursue.h"
|
||||
|
||||
Pursue::Pursue(AICharacter *ai_ch, NodePath target_object, float pursue_wt) {
|
||||
_ai_char = ai_ch;
|
||||
|
||||
_pursue_target = target_object;
|
||||
_pursue_weight = pursue_wt;
|
||||
|
||||
_pursue_done = false;
|
||||
}
|
||||
|
||||
Pursue::~Pursue() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: do_pursue
|
||||
// Description: This function performs the pursue and returns a
|
||||
// pursue force which is used
|
||||
// in the calculate_prioritized function.
|
||||
// In case the target has been reached it resets the
|
||||
// forces to 0 so that the character stops.
|
||||
// This function is not to be used by the user.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LVecBase3f Pursue::do_pursue() {
|
||||
assert(_pursue_target && "pursue target not assigned");
|
||||
|
||||
LVecBase3f present_pos = _ai_char->_ai_char_np.get_pos(_ai_char->_window_render);
|
||||
double target_distance = (_pursue_target.get_pos(_ai_char->_window_render) -
|
||||
present_pos).length();
|
||||
|
||||
if (int(target_distance) == 0) {
|
||||
_pursue_done = true;
|
||||
_ai_char->_steering->_steering_force = LVecBase3f(0.0, 0.0, 0.0);
|
||||
_ai_char->_steering->_pursue_force = LVecBase3f(0.0, 0.0, 0.0);
|
||||
return (LVecBase3f(0.0, 0.0, 0.0));
|
||||
}
|
||||
else {
|
||||
_pursue_done = false;
|
||||
}
|
||||
|
||||
_pursue_direction = _pursue_target.get_pos(_ai_char->_window_render) - present_pos;
|
||||
_pursue_direction.normalize();
|
||||
|
||||
LVecBase3f desired_force = _pursue_direction * _ai_char->_movt_force;
|
||||
return (desired_force);
|
||||
}
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
// Filename: pursue.h
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef PURSUE_H
|
||||
#define PURSUE_H
|
||||
|
||||
#include "aiGlobals.h"
|
||||
#include "aiCharacter.h"
|
||||
|
||||
class AICharacter;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : Pursue
|
||||
// Description : This class handles all calls to the pursue
|
||||
// behavior
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class Pursue {
|
||||
|
||||
public:
|
||||
AICharacter *_ai_char;
|
||||
|
||||
NodePath _pursue_target;
|
||||
float _pursue_weight;
|
||||
LVecBase3f _pursue_direction;
|
||||
bool _pursue_done;
|
||||
|
||||
Pursue(AICharacter *ai_ch, NodePath target_object, float pursue_wt);
|
||||
~Pursue();
|
||||
LVecBase3f do_pursue();
|
||||
};
|
||||
#endif
|
||||
|
|
@ -0,0 +1,66 @@
|
|||
// Filename: seek.cxx
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "seek.h"
|
||||
|
||||
Seek::Seek(AICharacter *ai_ch, NodePath target_object, float seek_wt) {
|
||||
_ai_char = ai_ch;
|
||||
|
||||
_seek_position = target_object.get_pos(_ai_char->_window_render);
|
||||
_seek_weight = seek_wt;
|
||||
|
||||
_seek_direction = _seek_position -
|
||||
_ai_char->_ai_char_np.get_pos(_ai_char->_window_render);
|
||||
_seek_direction.normalize();
|
||||
|
||||
_seek_done = false;
|
||||
}
|
||||
|
||||
Seek::Seek(AICharacter *ai_ch, LVecBase3f pos, float seek_wt) {
|
||||
_ai_char = ai_ch;
|
||||
|
||||
_seek_position = pos;
|
||||
_seek_weight = seek_wt;
|
||||
|
||||
_seek_direction = _seek_position -
|
||||
_ai_char->_ai_char_np.get_pos(_ai_char->_window_render);
|
||||
_seek_direction.normalize();
|
||||
|
||||
_seek_done = false;
|
||||
}
|
||||
|
||||
Seek::~Seek() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: do_seek
|
||||
// Description: This function performs the seek and returns a seek
|
||||
// force which is used
|
||||
// in the calculate_prioritized function.
|
||||
// This function is not to be used by the user.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LVecBase3f Seek::do_seek() {
|
||||
double target_distance = (_seek_position -
|
||||
_ai_char->_ai_char_np.get_pos(_ai_char->_window_render)).length();
|
||||
|
||||
if (int(target_distance) == 0) {
|
||||
_seek_done = true;
|
||||
_ai_char->_steering->_steering_force = LVecBase3f(0.0, 0.0, 0.0);
|
||||
_ai_char->_steering->turn_off("seek");
|
||||
return (LVecBase3f(0.0, 0.0, 0.0));
|
||||
}
|
||||
|
||||
LVecBase3f desired_force = _seek_direction * _ai_char->_movt_force;
|
||||
return (desired_force);
|
||||
}
|
||||
|
|
@ -0,0 +1,44 @@
|
|||
// Filename: seek.h
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef SEEK_H
|
||||
#define SEEK_H
|
||||
|
||||
#include "aiGlobals.h"
|
||||
#include "aiCharacter.h"
|
||||
|
||||
class AICharacter;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : Seek
|
||||
// Description : This class handles all calls to the seek behavior
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class Seek {
|
||||
|
||||
public:
|
||||
AICharacter *_ai_char;
|
||||
|
||||
LVecBase3f _seek_position;
|
||||
float _seek_weight;
|
||||
LVecBase3f _seek_direction;
|
||||
bool _seek_done;
|
||||
LVecBase3f _seek_accum_force;
|
||||
|
||||
Seek(AICharacter *ai_ch, NodePath target_object, float seek_wt = 1.0);
|
||||
Seek(AICharacter *ai_ch, LVecBase3f pos, float seek_wt = 1.0);
|
||||
~Seek();
|
||||
LVecBase3f do_seek();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,140 @@
|
|||
// Filename: wander.cxx
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "wander.h"
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: rand_float
|
||||
// Description: This function creates a random float point number
|
||||
////////////////////////////////////////////////////////////////////
|
||||
double rand_float() {
|
||||
const static double rand_max = 0x7fff;
|
||||
return ((rand()) / (rand_max + 1.0));
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: random_clamped
|
||||
// Description: This function returns a random floating point number
|
||||
// in the range -1 to 1.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
double random_clamped() {
|
||||
return (rand_float() - rand_float());
|
||||
}
|
||||
|
||||
Wander::Wander(AICharacter *ai_ch, double wander_radius,int flag,
|
||||
double aoe, float wander_weight) {
|
||||
_ai_char = ai_ch;
|
||||
_wander_radius = wander_radius ;
|
||||
_wander_weight = wander_weight;
|
||||
double theta = rand_float() * 2 * 3.14159;
|
||||
double si = rand_float() * 3.14159;
|
||||
_flag = flag;
|
||||
// Area around which the character should wander
|
||||
_area_of_effect = aoe;
|
||||
_init_pos = _ai_char->get_node_path().get_pos(_ai_char->get_char_render());
|
||||
// _flag is used by Wander to wander in a given axis
|
||||
// Value 0 - XY axes wander
|
||||
// Value 1 - YZ axes wander
|
||||
// Value 2 - XZ axes wander
|
||||
// Value 3 - XYZ axes wander
|
||||
// default is XY axes
|
||||
switch (_flag) {
|
||||
case 0: {
|
||||
_wander_target = LVecBase3f(_wander_radius * cos(theta),
|
||||
_wander_radius * sin(theta),0);
|
||||
break;
|
||||
}
|
||||
case 1: {
|
||||
_wander_target = LVecBase3f(0, _wander_radius * cos(theta),
|
||||
_wander_radius * sin(theta));
|
||||
break;
|
||||
}
|
||||
case 2: {
|
||||
_wander_target = LVecBase3f(_wander_radius * cos(theta), 0,
|
||||
_wander_radius * sin(theta));
|
||||
break;
|
||||
}
|
||||
case 3: {
|
||||
_wander_target = LVecBase3f(_wander_radius * sin(theta) * cos(si),
|
||||
_wander_radius * sin(theta) * sin(si), _wander_radius * cos(theta));
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
_wander_target = LVecBase3f(_wander_radius * cos(theta),
|
||||
_wander_radius * sin(theta),0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Wander::~Wander() {
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: do_wander
|
||||
// Description: This function performs the wander and returns the
|
||||
// wander force which is used
|
||||
// in the calculate_prioritized function.
|
||||
// This function is not to be used by the user.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LVecBase3f Wander::do_wander() {
|
||||
LVecBase3f present_pos = _ai_char->get_node_path().get_pos(_ai_char->get_char_render());
|
||||
// Create the random slices to enable random movement of wander
|
||||
// for x,y,z respectively
|
||||
double time_slice_1 = random_clamped() * 1.5;
|
||||
double time_slice_2 = random_clamped() * 1.5;
|
||||
double time_slice_3 = random_clamped() * 1.5;
|
||||
switch (_flag) {
|
||||
case 0: {
|
||||
_wander_target += LVecBase3f(time_slice_1, time_slice_2, 0);
|
||||
break;
|
||||
}
|
||||
case 1: {
|
||||
_wander_target += LVecBase3f(0, time_slice_1, time_slice_2);
|
||||
break;
|
||||
}
|
||||
case 2: {
|
||||
_wander_target += LVecBase3f(time_slice_1, 0, time_slice_2);
|
||||
break;
|
||||
}
|
||||
case 3: {
|
||||
_wander_target += LVecBase3f(time_slice_1, time_slice_2, time_slice_3);
|
||||
break;
|
||||
}
|
||||
|
||||
default: {
|
||||
_wander_target = LVecBase3f(time_slice_1, time_slice_2, 0);
|
||||
}
|
||||
}
|
||||
_wander_target.normalize();
|
||||
_wander_target *= _wander_radius;
|
||||
LVecBase3f target = _ai_char->get_char_render().get_relative_vector(_ai_char->get_node_path(), LVector3f::forward());
|
||||
target.normalize();
|
||||
// Project wander target onto global space
|
||||
target = _wander_target + target;
|
||||
LVecBase3f desired_target = present_pos + target;
|
||||
LVecBase3f desired_force = desired_target - _ai_char->get_node_path().get_pos() ;
|
||||
desired_force.normalize();
|
||||
desired_force *= _ai_char->_movt_force;
|
||||
double distance = (present_pos - _init_pos).length();
|
||||
if (_area_of_effect > 0 && distance > _area_of_effect) {
|
||||
LVecBase3f direction = present_pos - _init_pos;
|
||||
direction.normalize();
|
||||
desired_force = - direction * _ai_char->_movt_force;
|
||||
LVecBase3f dirn = _ai_char->_steering->_steering_force;
|
||||
dirn.normalize();
|
||||
_ai_char->_steering->_steering_force = LVecBase3f(0.0, 0.0, 0.0);
|
||||
}
|
||||
return desired_force;
|
||||
}
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
// Filename: wander.h
|
||||
// Created by: Deepak, John, Navin (24Oct09)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
//
|
||||
// All use of this software is subject to the terms of the revised
|
||||
// BSD license. You should have received a copy of this license
|
||||
// along with this source code in a file named "LICENSE."
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
#ifndef WANDER_H
|
||||
#define WANDER_H
|
||||
|
||||
#include "aiCharacter.h"
|
||||
|
||||
class AICharacter;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : Wander
|
||||
// Description : This class handles all calls to the wander behavior
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class Wander {
|
||||
public:
|
||||
AICharacter *_ai_char;
|
||||
double _wander_radius;
|
||||
LVecBase3f _wander_target;
|
||||
float _wander_weight;
|
||||
int _flag;
|
||||
LVecBase3f _init_pos;
|
||||
double _area_of_effect;
|
||||
|
||||
Wander(AICharacter *ai_ch, double wander_radius, int flag, double aoe, float wander_weight);
|
||||
LVecBase3f do_wander();
|
||||
~Wander();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
/* Filename: contribbase.h
|
||||
* Created by: rdb (30Dec09)
|
||||
*
|
||||
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
|
||||
*
|
||||
* PANDA 3D SOFTWARE
|
||||
* Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
*
|
||||
* All use of this software is subject to the terms of the revised BSD
|
||||
* license. You should have received a copy of this license along
|
||||
* with this source code in a file named "LICENSE."
|
||||
*
|
||||
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
|
||||
|
||||
/* This file is included at the beginning of every header file and/or
|
||||
C or C++ file. It must be compilable for C as well as C++ files,
|
||||
so no C++-specific code or syntax can be put here. */
|
||||
|
||||
#ifndef CONTRIBBASE_H
|
||||
#define CONTRIBBASE_H
|
||||
|
||||
#include "pandabase.h"
|
||||
#include "contribsymbols.h"
|
||||
|
||||
#endif
|
||||
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
/* Filename: contribsymbols.h
|
||||
* Created by: rdb (30Dec09)
|
||||
*
|
||||
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
|
||||
*
|
||||
* PANDA 3D SOFTWARE
|
||||
* Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
*
|
||||
* All use of this software is subject to the terms of the revised BSD
|
||||
* license. You should have received a copy of this license along
|
||||
* with this source code in a file named "LICENSE."
|
||||
*
|
||||
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
|
||||
|
||||
#ifndef CONTRIBSYMBOLS_H
|
||||
#define CONTRIBSYMBOLS_H
|
||||
|
||||
/* See dtoolsymbols.h for a rant on the purpose of this file. */
|
||||
|
||||
/* Note that the symbols declared in this file appear in alphabetical
|
||||
order. Also note that we must use C-style comments only here, not
|
||||
C++-style comments, since this file is occasionally included by a C
|
||||
file. */
|
||||
|
||||
#if defined(WIN32_VC) && !defined(CPPPARSER) && !defined(LINK_ALL_STATIC)
|
||||
|
||||
#ifdef BUILDING_PANDAAI
|
||||
#define EXPCL_PANDAAI __declspec(dllexport)
|
||||
#define EXPTP_PANDAAI
|
||||
#else
|
||||
#define EXPCL_PANDAAI __declspec(dllimport)
|
||||
#define EXPTP_PANDAAI extern
|
||||
#endif
|
||||
|
||||
#else /* !WIN32_VC */
|
||||
|
||||
#define EXPCL_PANDAAI
|
||||
#define EXPTP_PANDAAI
|
||||
|
||||
#endif /* WIN32_VC */
|
||||
|
||||
#endif
|
||||
Loading…
Reference in New Issue